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Dwarf Fortress => DF Modding => Topic started by: IamanElfCollaborator on October 20, 2011, 06:14:46 pm

Title: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on October 20, 2011, 06:14:46 pm
Final Fantasy Mod
V.1.2
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RACES:
Playable:
The Qu - Indomitable, blue, genderless creatures who have a knack for using cookery as weapons, armor and clothing. Have access to the Runic Forge and Mognet Post.
The Moogles - Small, furry cat-like humanoids who are known for a mail system. Have access to the Runic Forge, Mognet Central, and the Summoning Circle.
And of course the Dwarves.
Both have the same nobles as dwarves and are played the same way.

Other:
Tonberry- Green,reptilian creatures who are skilled with knives, ambushes and sneaking. They are also incredibly obssessed with revenge. Will trade the Chef's Knife, an incredibly useful knife that can one-shot quite easily.
Cait Sith- Small humanoid cats. Nothing much special about these lot.
Cactuar - Humanoid cacti. Have the ability to blast needles at anything that moves. Simplistic, with not much else special about them.
Ronso - Feline humanoids, only taller, stronger, and much better at fighting. Imagine less tree-loving elves.

Workshops:

Summoning Circle: A workshop which has to ability to 'summon' powerful megabeasts....for the right price.
Runic Forge : A special forge wherein you can attempt to forge some of the series' famous weapons, like the Excalibur.
Mognet: The Mognet System, constructed into a workshop. Useless for now, but stay tuned for updates!
Bestiary- A database on everything you know about the summons.

Fauna:

Encounters/Pets:
Catalyst- A small, unique creature with the ability to turn into a summon.
Chocobo- A loveable ostrich-like bird. Can be mounted. It has different castes with different powers.
Marlboro- A vile, disgusting plant-like shambles. It can infect and turn others into Marlboros.
Adamantoise- A large tortoise-like creature with a shell of pure adamantine.

Bosses:
Antlion- A gigantic insectoid monster. If captured, you can tame it and use it for your army. It's bodyparts are also INCREDIBLY valuable.
Warmech- A giant, nuclear-powered robot. (Yes, this was a monster in Final Fantasy.)
Sin- A giant, whale-like monstrosity. Mainly uses Gravity attacks, which will seriously slow down your troops.His main attack, Giga-Graviton will pretty much one-shot your army should they come in contact with it.
Shinryu- Dragon thingy. Stronger than Bahamut, so ignore the description. Has similar attacks to Tiamat, but luckily, isn't immune to them. ;)
Tiamat- A six-headed dragon. It's immune to fire, ice and thunder, making it quite annoying. Has fire, ice and thunder attacks.

Summons:

Spoiler (click to show/hide)

Ores:
Magicite -Just under adamantine for usability. Lightweight, strong, but utterly useless for blunt weaponry.
Nethicite -Essentially, smeltable slade. Heavy, also strong, and very good for blunt weapons.
Manufactured Nethicite - A weaker form of natural Nethicite.
Auracite- Somewhere between the two for strength.

Summoning System :
Spoiler (click to show/hide)

Magic!:
-That's right, there's magic in this mod now.
- Minimize the amount of secrets generated to get the best out of your world.
-Magic includes summon magic (Bahamut and Alexander only), Fire magic, Thunder magic, Ice magic, Wind magic and Gravity magic.
-To find these magicks, find a tower with a slab pertaining to it.
-You can also make potions from several specific encountered monsters.

Currently working on:
-Giving Qu unique interactions when they eat megabeast meat.
-Adding more summon magic.
-Giving adventurers easier ways of getting magic.
This is the link to the Final Fantasy Mod. Click and enjoy!
http://dffd.wimbli.com/file.php?id=5088 (http://dffd.wimbli.com/file.php?id=5088)

DISCLAIMER: The Final Fantasy series is copyright of Square Enix, not me. Please don't sue me... ):
Any mod content in this can be used freely. Just give credit.
DISCLAIMER 2: This mod is NOT A TOTAL CONVERSION. This is intended to be played with normal DF. Do NOT blame me if your game crashes after deleting your normal raws believing it's ok to replace them with my raws. This mod is meant to be a MAJOR MOD, in the vein of Genesis and LFR, not a full conversion in the vein of Corrosion.
Title: Re: Gods and titans mod
Post by: IamanElfCollaborator on October 20, 2011, 06:44:22 pm
Never mind. Updated the first post.
Title: Re: Gods and titans mod
Post by: Nukarama on October 21, 2011, 01:57:01 am
Well they certainly work, but Catoblepas seems a bit wonky, the only thing he was able to paralzye was Bahamut and that only worked once. I like the mod though and good job!
Title: Re: Gods and titans mod
Post by: IamanElfCollaborator on October 21, 2011, 03:06:16 am
I might change the title of this mod to Final Fantasy summons since Catoblepas, Bahamut , Ifrit and Leviathan are all summons in FF. Also, updated, added two or three new megabeasts.

Thanks! I didn't think anyone would download this.
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 22, 2011, 11:51:02 am
UPDATES:
Added Doomtrain.
Added Alexander's attack, Holy Judgement.
Added a new metal, Doommetal. It's used for Doomtrain's skin.
Added genders.
Added a new template used for Doomtrain, the aura template.

POSSIBLE UPDATES:
Moogle, Whytkin, Cait Sith and Cactuar civs.
Mist Dragon, Typhon, Fenrir, Behemoth and Atomos/Ultima (Whichever one is more possible, most likely Ultima, if not, then Tiamat.)
Title: Re: Final Fantasy Summons mod
Post by: Itnetlolor on October 22, 2011, 01:49:41 pm
Cuchulainn would be a fun summon/beast to deal with. STATUS EFFECTS AND POISONS FOR ALL!!! The ultimate forgotten beast.

That fight sucked in FF12. Like fighting an ultimate Marlboro (with no way to cure Sap either since its an environmental effect) that has a crap-ton of life. Not much more fun to battle in FFT either.

Others I can imagine would be fun to deal with would also be some of the classic ones from FF4 and FF6.
Odin- He'll slice you in half with an adamantine blade (possible reward as well (AKA- Odin Slash)).
Doomgaze- Not a summon per-say, but still a nasty encounter that plagues the skies.
Ragnarok- A living holy sword (dunno how to go about that).
Tritoch- A crazy bird thing that can hit really hard with fire, ice, and lightning.
Anima- Colossal creature of pain. Usually half-visible; until she takes you down, then meet her better half.
Magus Sisters- Not sure how to get them about at the same time, but generally, one is tough (can take a beating), one is fast, and one has deadly strikes.
Gilgamesh- More of an adventurer type, but a six(or eight?)-armed man that is armed with all kinds of weapons. Always looking for a good challenge. Globetrotter throughout the series apparently.
Phantom- Ghost-like entity. Tends to sneak alot.
Stray Cat- A more deadly cat.
Crusader- Crazy-powerful knight.
Ixion- Thunder-horse.

That's what I can list off the top of my head through the series. FF6 has the most comprehensive list of Espers/Summons you can thumb through. The Final Fantasy wiki can also provide more details/variations on them as well.

As for random encounters:
Bomb/Grenade- Unless you know how to quickly, or properly kill them, they'll detonate into a big ol' fireball. Usually travels in packs.
(Deadly) Nightshade- ♫ATTACK OF THE KILLER TOMATOES!!!♪
Ahriman- Flying eyes.
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 22, 2011, 04:54:12 pm
Hm...thanks for the ideas. I'll be uploading Behemoth tommorow, as well as beginning to work on Sin and Madeen. Ixion,Anima and Gilgamesh have all been floating around my head, but I can't decide if I should put Gilgamesh or Yojimbo in.

Magus Sisters-I've been trying to figure that out. Maybe separate castes?

Odin-Hm...how about his horse? I could make him drop his blade upon kill though, thanks.

Stray Cat-Hm...pinch Corrosion raws? :P

Ragnarok-Hm.....make it a weapon dropable by an 'Embodiment of Ragnarok', perhaps?

Phantom, Marlboro-Thanks. So far, I've only planned some of the more famous FF creatures, but thanks to these, I'm intending to look more into creatures.

Tritoch, Crusader, Magus Sisters and Bomb are definetly on the coming list. Knights of The Round might be, as soon as I work Magus Sisters, and Odin, not so sure. Thanks though!

Title: Re: Final Fantasy Summons mod
Post by: Itnetlolor on October 23, 2011, 12:39:49 am
http://finalfantasy.wikia.com/wiki/Esper
http://finalfantasy.wikia.com/wiki/Esper_%28Final_Fantasy_VI%29
http://www.ffcompendium.com/h/monster.shtml
http://finalfantasy.wikia.com/wiki/Category:Final_Fantasy_VI_Enemies (Probably the most comprehensive list I can find)

Here's a good source for esper-related creatures to toss in, so you won't need a big list of suggestions.

Intangir would suck to run into. Almost always in sneak mode, and when revealed, attacks like nothing you ever seen before, and when killed, drops a ton of fire on you (meteo upon death).
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 23, 2011, 03:28:03 am
Lol I knew you would tell me about these. They are my favourite sources,but thanks. Intangir...perhaps drops a rock on death that boils on death and releases a syndrome that causes necrosis and pain?
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 23, 2011, 04:26:46 am
UPDATES:
Added Ixion.
Added Behemoth.
Fixed Phoenix's drop. He now drops a bar of ash on death instead of powdered ash.
Added Bomb.
Added Sin. WARNING:He is difficulty 25 in Adv. mode. He is immensely powerful. I have tried pitting him against all the other beasties in the pack, and he won. Caution before fighting him.

Soon to come:
Anima
Yojimbo/Gilgamesh (either,maybe both. :-P)
Fenrir
Typhon
Crusader (?)

Scrapped:
Atomos-wormhole can't be accurately remade with game engine: No 'Demon is sucked in by Atomos' Wormhole!' :(
Odin-until I can figure out how to make him and his horse.
Knights of the Round-no weapons equippable when genned.
Gilgamesh (?)-until he is fixed, the 6 arms body I made for him seems not to work with other vanilla tokens.
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 23, 2011, 12:43:56 pm
UPDATES:
Added Anima.
Added Fenrir.
Added Typhon.
Added Maduin.
Gilgamesh will be added as soon as the problem with his body is fixed.
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 23, 2011, 02:21:37 pm
Minor bugfix:
Fixed Gilgamesh. He is one of the more powerful ones so far, being able to choose between four attacks. He may hit you with Excalipur, or he may exterminate you with Zantetuksen.
Added Gilgamesh and the needed body and material templates.
Title: Re: Final Fantasy Summons mod
Post by: Kromgar on October 23, 2011, 04:23:36 pm
Awesome mod will try it out later

Here is a idea jecht he Is
A summon/aeon in his Brahskas final aeon form

Also... for odin you could add him without the horse as it is never really used

I recommend adding crystallux from Super Mario rot and the seven stars

He is a throw in of final fantasy. He fits well just look him up.
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 23, 2011, 04:34:03 pm
Hm....Braska's Final Aeon will come in, as an unplayable megabeast like Sin. Odin will now come in unhorsed. Hm...never really thought about Mario RPG. The only non-FF series beast in this is the secret megabeast (oops, shouldn't have said that.)

Also, added the chocobo and did some work on the playable megabeasts. Maduin and Gilgamesh are now playable, and Quetzalcoatl, Odin, Braska's Final Aeon, as well as the future updates on the download page will be added in tommorow, or maybe in the next week. I'm free all week. :P

EDIT:Crystallux will not come in. Not now anyway, but possibly in a seecret Friday update. :P
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 24, 2011, 04:58:55 pm
UPDATES:
Added Braska's Final Aeon.
Added the body template.
Also, if any of you want to use the content for your mods, just give credit. I'm kind like that. :)
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 25, 2011, 05:53:13 am
UPDATES:
Added Mist Dragon.
Added Magus Sisters.
Added Zalera.
Added Diabolos.
Added Quetzalcoatl.
Added Odin.
Fixed Braska's Final Aeon.
Removed Zantsetuken from Gilgamesh, now that Odin is playable. It will probably be replaced by Ragnarok, just to get the sword into the game.
Fixed Doomtrains mindshard.
Title: Re: Final Fantasy Summons mod
Post by: ShadowBroker on October 25, 2011, 06:44:41 pm
i uploaded your mod without delay and was within 2 seasons attacked by gilgames, no big deal, i did some tweaking with runesmith and made him part of my civilization. only problem is he had a habit of falling asleep and not waking up. i looked at the raws and it looks like he doesnt fall under the [no sleep] bug, so what could it be? that i played god and made him one with my dwarves, most likely >.>
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 26, 2011, 01:44:03 pm
Hm...remove no stun. That's probably why.
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 26, 2011, 01:53:08 pm
Right, starting a poll. Who votes that I make this more friendly to Runesmith, for FUN? :P
I don't really care if you cheat to kill the megabeasts or turn them to your civ, being a runescape user myself. That would be hypocrisy :P
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on October 27, 2011, 01:30:41 pm
Right, tommorow I'll be uploading Cuchulainn and the lesser megas. I'tll be the last update for a while as the half term is over soon.


EDIT:Can't. Dont have time.
Title: Re: Final Fantasy Summons mod
Post by: ShadowBroker on October 31, 2011, 10:32:17 pm
bumping for love of final fantasy, dwarf fortress, and this mod that will try to bring it together. bumping for self intrest, nay, intrest of any fanboy that needs this on the front page, to notice it and get involved........








but mostly i just want a race of moogles, and ive always been terrible at making up creatures myself  :-\
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on November 01, 2011, 10:41:03 am
Hm...I am planning to upload the first of the civs, Moogles, up as well as Cuchulainn and some new random encounters on Friday. Starting a poll if you want the upcoming civs to be playable.
Title: Re: Final Fantasy Summons mod
Post by: ShadowBroker on November 01, 2011, 02:22:31 pm
oh, and id like to note that gilgamesh doesnt always drop a candy longsword. they actually drop random candy weapons. i was doing some arena testing and noted blowguns, a shortsword, a crossbow, among other things. no longsword though
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on November 02, 2011, 10:57:45 am
Hm...yeah, I'm looking into that at the moment. I also need to implement mognet into the game if I am to add playable moogles in, but if the drops don't work, he'll just drop some coins. (or gil. :P)
Title: Re: Final Fantasy Summons mod
Post by: IamanElfCollaborator on November 03, 2011, 10:53:41 am
Right, it looks like Moogles are going to be playable so far, with your votes. Mognet will be implemented as flavour, or a supply of paper for other stuff like burning. Also, what do you guys think about Cait Sith as a civ? I can't really implement it as a summon, because it isn't as impressive as a disease-bearing train, a blue dragon, or a giant, evil whale of death, and it wasn't a random encounter in the games, if I recall correctly. Maybe their helmets will be party hats and their weapons megaphones? :P


EDIT:Hm..did a little research, there are several versions of Cait Sith. I could use the non-enemy version as the civ, and call the enemy version Coeurl, since Cait Sith as an enemy is only a palette swap of that. This is going to be harder than I thought...>.>
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 03, 2011, 04:21:13 pm
Right, it looks like Moogles are going to be playable so far, with your votes. Mognet will be implemented as flavour, or a supply of paper for other stuff like burning. Also, what do you guys think about Cait Sith as a civ? I can't really implement it as a summon, because it isn't as impressive as a disease-bearing train, a blue dragon, or a giant, evil whale of death, and it wasn't a random encounter in the games, if I recall correctly. Maybe their helmets will be party hats and their weapons megaphones? :P


EDIT:Hm..did a little research, there are several versions of Cait Sith. I could use the non-enemy version as the civ, and call the enemy version Coeurl, since Cait Sith as an enemy is only a palette swap of that. This is going to be harder than I thought...>.>
yes sir. i think moogles are sufficent for a playable race. cait sith might make an annoying enemy, but then theyre basically cat Kobolds at that point, ya know?
Title: Re: Final Fantasy Mod
Post by: Thuellai on November 04, 2011, 01:51:04 am
I'd definitely like to see Mateus.  Somehow he seems appropriate as some sort of horrifying night creature, given his fondness for kidnapping and binding sorceresses.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 04, 2011, 10:29:31 am
Hm...I'll be thinking about Ivalice summons, starting a new poll on that.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 04, 2011, 11:43:52 am
Ivalice had a few interesting summons. Having to fight them to gain them were a bit much one time or another, but they were still pretty neat.

Zalera of FFXII would need 2 bodies though, since we have a grim reaper type thing and a lady attached to it. Cuchulainn I recommended earlier just by how nasty an encounter he would be for anyone (he essentially is a forgotten beast on steroids), and Zodiark, I think may be naturally OP. Pretty much the equivalent of a clown.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 04, 2011, 12:44:40 pm
Zalera- Hehe..about that...current time constraints and somewhat DF mechanics prevents me from giving it two bodies. >.>
Cuchulainn-Hm..slightly redundant because of Doomtrain, but still.

And most of the Ivalice summons can't or probably won't be included, due to time constraints and because their bodies are not defined or definable by current DF tags. >.>

Also, Updates:
Added Moogles, as well as associated workshop, the Mognet Central, and Mognet Post. To let others recieve post, include this line in your chosen civ:
[PERMITTED_BUILDING:MOGNET_POST]
Added Cuchulainn.
Added Tritoch.
Added Coeurl, Ahriman, Deadly Nightshade.
Added Cait Sith. At the moment, they are friendly, but who knows...
Removed playable megas. Unless I hear a massive demand for it, it will stay out.

Scrapped:
Doomgaze-Meh.
Most of the Ivalice Summons- Well, their bodies are near freaking impossible at the moment due to time.

EDIT:Added in the lesser megas.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 04, 2011, 02:31:04 pm
Most of the Ivalice Summons- Well, their bodies are near freaking impossible at the moment due to time.

EDIT:Added in the lesser megas.

famfrit shouldnt be too hard, give it a breath attack, metal skin, and directly underneath give it a laver of gas that explodes when punctured. in raw terms, its just a fancier one of your bombs, shouldnt even need to give it internal organs or anything
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 04, 2011, 03:01:59 pm
Hm...I'll add 'im soon as I work the Adamantoise. Meanwhile, the Archfiends are rolling on the production line and you should see Tiamat on the mod next update. Most of the Ivalice summons, except Zalera, one of my personal favourites, Cuchulainn and Famfrit are out of the question, as I simply do not have the time to mod in their individual bodies. Considering adding in some of the more powerful bosses in the series, counting remakes, so Chronodia, Safer-Sephiroth and such will be coming up. Now that the civs are nearly done, after all, work on Whytkin and Tonberry is nearly finished, and Cactuar is passing bug-fixing, bosses will start appearing in quests. Let's see what'll happen if you mess with a guy with wings for a lower half and a left wing instead of an arm. :P
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 04, 2011, 07:11:53 pm
Tonberries, im assuming you're gonna give the [AMBUSHPREDATOR] tag to them?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 04, 2011, 07:50:23 pm
The feral ones, yes. The civilized ones will just own you badly.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 04, 2011, 08:09:31 pm
The feral ones, yes. The civilized ones will just own you badly.
funny, i picture them like beastmen. small encampments here and there, small hordes of stuff. town of tonberries......oh my
Title: Re: Final Fantasy Mod
Post by: Thuellai on November 04, 2011, 08:35:22 pm
Belias should be fairly easy as well, he's just a giant.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 04, 2011, 09:04:27 pm
Belias should be fairly easy as well, he's just a giant.
with the snazzy weave in his fur, hes like a giant dwarf-something hybrid....with 4 arms
Title: Re: Final Fantasy Mod
Post by: Thuellai on November 04, 2011, 10:30:10 pm
Tonberrys should use a specific type of knife - the Chef's Knife.  Attack tag:

[ATTACK:EDGE:5:1000:doink:doinks:NO_SUB:1000000]

Or something along those lines.  It should kill more or less instantly is what I'm saying.  And the doink:doinks verbs are absolutely necessary, just for

"The tonberry doinks the dwarf in the head!  The severed body part goes flying off in an arc!"
Title: Re: Final Fantasy Mod
Post by: Ultimuh on November 04, 2011, 10:33:20 pm
Ooh.. watching this!
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 05, 2011, 03:49:29 am
Modded in the legendary weapons for Odin, Ragnarok and Gilgamesh. IT seems a bit strange, but they are nearly impossible to beat. Ignore the obvious stuff, just needed to do it.

Also, next update should be coming up, with ,as promised, Famrit, Mateus and possbily Belias, as well as Whytkin, the modded legendary weps, and some new megas and encounters, as per usual.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 05, 2011, 10:03:45 am
Also, on an unrelated note, would anyone want to begin a DFusion Community fort? I just had that idea floating around, and I wonder what it'be like to have more than just dwarves as your embark. Any suggestions?
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 05, 2011, 12:45:18 pm
Along with Moogles, Think we could have the dwarves from FFIV involved? Or should we keep the vanilla dwarves to take their place? What other races would you like to see included as playable or tradeable with? Viera = Elves?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 05, 2011, 01:30:09 pm
Hm, I'd prefer to leave out any races that are already represented by something in the game.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 05, 2011, 02:50:25 pm
Work's done on Tonberry and Cactuar civs, as well as ferals, and Famfrit is in bugtesting mode.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 05, 2011, 05:21:58 pm
Quote
Quote from: IamanElfCollaborator on November 04, 2011, 07:50:23 pm

    The feral ones, yes. The civilized ones will just own you badly.

funny, i picture them like beastmen. small encampments here and there, small hordes of stuff. town of tonberries......oh my

Hm...now since the tonberries are armed with dead assasination weapons....beware, fools. The green lizard thingies are out to get ya! With butcher's knives and one-handed crossbows, they will ensure their grudge against you is satisfied with a nice spot of FUN.
Title: Re: Final Fantasy Mod
Post by: UltraValican on November 05, 2011, 05:23:57 pm
C-uh-cuh-culain......
*has horrible flash backs from FFT*
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 05, 2011, 05:37:03 pm
C-uh-cuh-culain......
*has horrible flash backs from FFT*
Yeah, he sucked in both FFXII and FFT. More status effects cast than molboros. Oh yeah, those would be fun to encounter in DF as well.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 05, 2011, 05:51:06 pm
C-uh-cuh-culain......
*has horrible flash backs from FFT*
Yeah, he sucked in both FFXII and FFT. More status effects cast than molboros. Oh yeah, those would be fun to encounter in DF as well.
you know, i never played 12 enough to fight him, but he was no trouble at all in tactics
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 06, 2011, 05:08:53 am
I'm just wondering the effects of a raging Cuchulainn on the Circus. !!FUN!! to be sure.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 06, 2011, 08:33:09 am
To make things clear, no summons, or encounters, or races will be added from FFXI or FFXIII. Ivalice summons will be added due to popularity, but I personally think that from X upwards, not to offend fans of the games from X upwards, the series went slightly downwards. Sorry if I offend any fans out there.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 06, 2011, 09:24:32 am
To make things clear, no summons, or encounters, or races will be added from FFXI or FFXIII. Ivalice summons will be added due to popularity, but I personally think that from X upwards, not to offend fans of the games from X upwards, the series went slightly downwards. Sorry if I offend any fans out there.
thats quite alright. i wasnt a fan of the vehicle summon creatures from XIII. and frnkly, the MMO's pretty much keep the classic monsters and the races other than that are no different from DF
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 06, 2011, 01:14:52 pm
I don't mind. Never really played XI or XIII anyway (lacking the consoles/means to play them as well). Regarding XII, it does share the same universe with FFT and Vagrant Story, so it makes plenty of sense to include stuff from it (unsure how elementals, as well as their bigger siblings) would work though). Particularly nasty since they sorta lack a true physical form. At least the ones in X had more of a DNA-strand-style solid structure (to a degree).

Speaking of X(-2), I recall that game had a couple interesting creatures, including the Sin-spawns. My favorite being the one you battle at the mushroom rock place. That thing looked cool, and was a pretty fun battle (similar could be said about it's arena mode equivalent (http://youtu.be/WOMXDfhVUF0)). The giant snail thing would be a bitch to beat down (especially the FFX monster arena variant (Neslug (http://youtu.be/idzMG1R-P-g))). Precepts Guard (http://www.youtube.com/watch?feature=player_detailpage&v=ZwMDL7g2L_4#t=439s)/Spectral Keeper (http://youtu.be/C9lbUgKhe5k) (Zanarkand battle after solving the puzzle/temple) and Georapella/Geosgaeno (http://www.youtube.com/watch?feature=player_detailpage&v=ZwMDL7g2L_4#t=266s) (The first Spira ruins you come across in FFX) were pretty cool looking and a challenge in FFX (not so much in X-2), and would make for an especially nasty flying monster encounter (Georapella/Geosgaeno for water creature fights). Definitely megabeast territory, as well as the International version's Penance (http://youtu.be/NVYjVrEgCkA). We also can't forget goold o'l Angra Mainyu (http://youtu.be/7wBvK6lyMGg) from FFX-2. Evrae (FFX) (http://youtu.be/0ZAEVM5XKPM) can also make for a rather nasty aerial/watery megabeast to encounter (swims and flies).

While on the topic of megabeasts, what about the WEAPONs from FF7?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 06, 2011, 02:01:04 pm
Emerald and Ruby Weapon are already up and running. I'm working on Diamond, Sapphire and Ultimate Weapon. Should I include the two weapons from Dirge of Cerebus?
Title: Re: Final Fantasy Mod
Post by: Thuellai on November 06, 2011, 03:46:29 pm
To make things clear, no summons, or encounters, or races will be added from FFXI or FFXIII. Ivalice summons will be added due to popularity, but I personally think that from X upwards, not to offend fans of the games from X upwards, the series went slightly downwards. Sorry if I offend any fans out there.
I'm perfectly capable of disagreeing without taking offense, and I'm sure that's true of most people here.  XI, XII, and XIII are each fun in their own ways.  My favorites tend to come every four games.  I'd love to see some FFIV stuff, though the only summon it has that doesn't show up anywhere else I can think of is Asura.  That and Leviathan are fairly important summons in that game, so they'd be cool to see [if you haven't already added Leviathan]
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 06, 2011, 04:36:45 pm
Just remembered a nifty creature class in FFX-2 that wasn't much bother in the game, but can become a potential nightmare in DF (given the game mechanics involving non-living creatures and how projectiles act; especially in large numbers). The Bandoleer-class (http://finalfantasy.wikia.com/wiki/Battlesnake) monster. Think of them as ammo-chain snakes with guns for heads (or in this case, crossbows with bolts for bodies that slither like snakes).

Then again, I don't know how you would be able to harvest their organs for ammo and heads for weapons.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 07, 2011, 10:35:50 am
Quote
Just remembered a nifty creature class in FFX-2 that wasn't much bother in the game, but can become a potential nightmare in DF (given the game mechanics involving non-living creatures and how projectiles act; especially in large numbers). The Bandoleer-class monster. Think of them as ammo-chain snakes with guns for heads (or in this case, crossbows with bolts for bodies that slither like snakes).

Then again, I don't know how you would be able to harvest their organs for ammo and heads for weapons.
Hm...added. :P
Quote
I'm perfectly capable of disagreeing without taking offense, and I'm sure that's true of most people here.  XI, XII, and XIII are each fun in their own ways.  My favorites tend to come every four games.  I'd love to see some FFIV stuff, though the only summon it has that doesn't show up anywhere else I can think of is Asura.  That and Leviathan are fairly important summons in that game, so they'd be cool to see [if you haven't already added Leviathan]
Leviathan is already in the game, and I'm thinking about adding Asura. For the moment, I'm working on boss monsters like the WEAPONs, Archfiends and Antlion. Adamantoise is nearly done, just making sure it's shell doesn't melt.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 07, 2011, 11:19:39 am
Right, so far the update will contain:
Spoiler (click to show/hide)
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 07, 2011, 11:38:32 am
Right, so far the update will contain:
Spoiler (click to show/hide)

:D squee! looking forward to trading with these folks
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 07, 2011, 12:12:12 pm
Also, antlion remains are worth a heck of a lot, but they are also usable for your army. Considering that, in a peaceful environment, these things will live long enough to see entire generations die, it's your decision whether or not you kill them. Adamantoise is similar and the WEAPONs might be tameable. Let's see the faces of the elves when they fight these things. -widespread elvish screaming as Ruby WEAPON obliterates half their army with a blast-
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 07, 2011, 02:54:45 pm
I never really thought of it until now, but the world of Final Fantasy is legitimately damn terrifying. Mind you, it takes a LOT to even shake my confidence. I'm actually a little scared to try this mod out. Nice work.

Now all we need is someone else to work on the "Obligatory World Airship" megaproject within this mod's properties.

Bonus points if you can replicate any of the ships from any Final Fantasy games. Including the really nifty ones from FFXII. They are colossal and cool looking.

If you're also up to it, try to change up the materials to make them more like how the games have them setup (IE- Gold is actually a useful armor/weapon material, though it's material cost is less because of it (like in games), mythril exists, and so on). Lodestone can also be a material (inspired by Chrono Trigger) as something just a bit more useful/dense than silver which can also have a decent cutting edge.

Magicite (non-esper) and nethicite can also be a material with a low/negative weight value, but can be used as a flux material to make manufactured lodestone (not as good as the native stuff, but still useful). Actually magi/nethicite can make awesome flux material for magic-based/encrusted weaponry (Runic blades?).

I think magicite is lightweight, but nethicite is heavyweight (seeing as it's the negative counterpart, according to FFXII). Kinda like how the islands float in FFXII because of the properties being similar to Upsidaisium (Rocky & Bullwinkle unobtainium). The two materials (if possible to set the properties correctly) can cancel each other's effectiveness out. Magicite-empowered blades (really sharp, but light) are practically useless against nethicite armor (really dense stuff). Nethicite hammers can't hit magicite-encrusted armor (faster warriors due to lighter armor). Something like that. Just by base values alone, they can balance each other. Funny enough, I think both materials can be found amongst each other, which is why other places don't take off towards the sky so easily as magicite-rich places.

Now, if it were possible to make floating islands in world-gen...

EDIT:
Hmm... Apparently there's one more material -cite. Auracite. Really potent stuff able to hold spirits essentially. Kinda like FFVI/Esper magicite.

More -cite-ations:
http://finalfantasy.wikia.com/wiki/Sage_Knowledge_1-26#SK_12:_Magicite
http://finalfantasy.wikia.com/wiki/Magicite
http://finalfantasy.wikia.com/wiki/Nethicite
http://finalfantasy.wikia.com/wiki/Auracite

EDIT EDIT:
Now that I think of it, I think Runic Blade weapons (like what Celes uses) are more like weapons infused with Nethicite, rather than Magicite. Seeing as Nethicite is essentially the anti-matter of Magicite. One magically gifted can use it like a magnet for magic, rather than turning the combination into a nuke (like what happened to an airship in FFXII (http://youtu.be/3lGjoXQt9Dw)).

You can sorta say that magicite and nethicite are like what matter and anti-matter are here. Alone, they're rather benign, combined = much ‼FUN‼ to be had kilometers in diameter.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 08, 2011, 10:40:33 am
Hm...seeing as you and ShadowBroker are just about the biggest contributors to this little mod, you'll be given credit for your ideas and a megabeast to be dedicated of your choosing. I was planning to release the next update in two days, now I'll have to release it next week. :P
Also, WEAPON work is finished, only the materials, weapons for Tonberry, and Archfiends left to finish.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 08, 2011, 10:59:57 am
Right, so essentially:
magicite=candy
nethicite=sladite
auracite= better than steel, worse than candy.
 An airship megaproject? When your done, please send me the save. I'd like to see how the heck you managed to do it without a WEAPON tearing your slaves in half, or Doomtrain infecting half your dwarves with enough syndromes to kill 50 dwarves in one breath.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 08, 2011, 01:37:16 pm
If I'm going to work on another airship, I'll need a design direction to go. Which FF game should I build in the style of? I mean, building these things isn't the easiest task around (check sig), but if done right (with the right materials as well as execution) then they look and work very well.

You can sorta say that the Bloodfist is the closest to a classic FF1-4 style airship I've worked on.

EDIT:
Of course, unlike the Bloodfist, I won't be logging my process as much. Maybe an occasional DFMA update here and there, but nothing new thread-worthy.
Title: Re: Final Fantasy Mod
Post by: Roses on November 08, 2011, 03:41:52 pm
If I'm going to work on another airship, I'll need a design direction to go. Which FF game should I build in the style of? I mean, building these things isn't the easiest task around (check sig), but if done right (with the right materials as well as execution) then they look and work very well.

You can sorta say that the Bloodfist is the closest to a classic FF1-4 style airship I've worked on.

EDIT:
Of course, unlike the Bloodfist, I won't be logging my process as much. Maybe an occasional DFMA update here and there, but nothing new thread-worthy.

I personally loved FF6's airship. But maybe that's just cause I played that game over a dozen times. The big blimp might be hard to do in DF though...
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 08, 2011, 04:00:16 pm
Hm...seeing as you and ShadowBroker are just about the biggest contributors to this little mod, you'll be given credit for your ideas and a megabeast to be dedicated of your choosing. I was planning to release the next update in two days, now I'll have to release it next week. :P
Also, WEAPON work is finished, only the materials, weapons for Tonberry, and Archfiends left to finish.
aw shucks, i cant take credit. im more of a tester and brainstormer than anything. youre the implementor. on that note. i think you put quezacotal in twice in the raws
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 08, 2011, 05:31:39 pm
If I'm going to work on another airship, I'll need a design direction to go. Which FF game should I build in the style of? I mean, building these things isn't the easiest task around (check sig), but if done right (with the right materials as well as execution) then they look and work very well.

You can sorta say that the Bloodfist is the closest to a classic FF1-4 style airship I've worked on.

EDIT:
Of course, unlike the Bloodfist, I won't be logging my process as much. Maybe an occasional DFMA update here and there, but nothing new thread-worthy.

I personally loved FF6's airship. But maybe that's just cause I played that game over a dozen times. The big blimp might be hard to do in DF though...
Yeah, the blimp/cloth-style airship was one of the things I wanted to bypass. They get big, tall, and are a pain to get to look right in 3D. Not to forget, I would have to mod in cloth blocks as a construction material. It tends to get rather tedious and renders the project less fun to produce.

A fun design is always the Farenheight from FFX or the Celsius from FFX-2. However, metal refining/production would be a bit of work to get done for the entire production (could be worked on/stockpiled as a dry-dock gets produced). I think the airships in FFXII would be the most forgiving, either being made of either wood or stone. Kinda like the passenger liners at the aerodromes.

Alternative megaproject, primarily for variety, make an aerodrome, and fill in the empty cells with airships.
Title: Re: Final Fantasy Mod
Post by: Thuellai on November 08, 2011, 11:59:45 pm
My nominations go to either the Sky Fortress Bahamut [for sheer insanity - that thing is as big as Castle Pandemonium, probably because it IS Pandemonium more or less] or the Ragnarok from FF8
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 09, 2011, 10:46:37 am
Right, archfiends are finally done, and I'll have a look at the quetzalcoatl raws. Thee metals are completed, and the Ragnarok sword, which you can only get by killing the Embodiment of Ragnarok (not a summon, but that was the only way I was going to get Ragnarok into the game) will be used in a workshop.  However, you will have to give up an extremely useful weapon. Again, your choice.
Quote
aw shucks, i cant take credit. im more of a tester and brainstormer than anything. youre the implementor. on that note. i think you put quezacotal in twice in the raws
Brainstormers and testers are sort of what I need here. Also you and Itnetlolor should at least have some thanks in the game, after all half the megas in the mod would not be in this had Itnetlolor suggested them to me, and ShadowBroker, your the one who gave me the idea for playable Moogles. So really, you two should have at least even a single mention as an easter egg in the mod .
Title: Re: Final Fantasy Mod
Post by: rex mortis on November 09, 2011, 11:05:41 am
Have you considered Pandemona. And if possible, add Eden please. Perhaps a FFVIII based Bahamut? Bahamut could come in several forms. Dark aeons as rare, but more powerful variants?

On the boss front, Penance and the crystal guardians from the original FF. And since you have weapons, Omega is not to be omitted.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 09, 2011, 11:34:27 am
I just thought up a really nasty encounter; but I don't know how they can be implemented, but magitek armor from FF6.

I'm not talking entirely about the ones you encounter randomly, but the kind of souped up battlemechs you use as PCs. Essentially it would use breath attacks for the beam attacks (dragonbreath for fire beam, ice for ice beam, unsure what would be used for the bolt beam though, but necrotic breath for bio blast).

Just as well, we can have a FB variant as a "Salvaged Magitek Armor" (random armor and attacks) and/or TunnelArmor, like the one Celes and Locke deal with that introduces the "Runic" command as a tactic. Of course, I fear magitek armors could be a little OP. Then again, what isn't in Final Fantasy?

As an alternative, we can have castes of magitek armors as more specialized units, which can also back up the "Salvaged" class FB as being made from scraps of other MTAs. And it can also justify the incredibly rare megabeast variant "Guardian" AKA- The pain in the ass mech that can't get killed until the end of the game.

Then again, we would then need the Ghestahlian Empire as a playable race option (modify RAWs to activate) as well as an option to include in worldgen (modify RAWs again to activate). Unless we can consider them as used by any other race; but the GE (FF6) is their origin.

If at all possible as well, the menu music can be replaced with the classic tune that plays in all the other Final Fantasy games (http://youtu.be/5Pwg0Jove6w), or the formation screen (http://youtu.be/vMKoijRuwFQ) music from FFT. Kinda like how the Wastelands mod has different music playing throughout. Optionally, you can have different music playing (like overworld music from FFIV (http://youtu.be/MlLxN2QqDZc)) in Fortress Mode.

Of course, we'll leave the music choices to a vote, just so we can hit the right note with any fans of the mod.

We can also artificially extend the overworld music a bit by stitching together tunes (provided a good enough sound editor is willing to lend their talents) to add a little more variety to the tunes as you work on the fort.

And one last idea, provided somebody wants to take on the task, anyone feel like adding in a language file in Al-Bhed?

E ryja y vaamehk oui'mm ryja vih fungehk uh dryd uha.
I have a feeling you'll have fun working on that one.

Speaking of which, Blitzballs and a few other trinkets ought to be added in as useless crap craftables. Although, I would admit, blitzballs (made with the right material) would make for some nasty adventurer gear to throw around (though the militaries would not find as much purpose behind them as weapons; justifying why you can't equip your military with them)). I mean, if Wakka can destroy creatures the size of buildings with them... And also his celestial/artifact weapon menaces with spikes and has blades lining it. Mind you, this is a Blitzball still. Then again, those things are essentially medicine balls they lob through water at high speeds.

EDIT:
Regarding Al-Bhed, if they'll be included as a race, one of their key details (detailed view) is that they have spiral irises [PREFSTRING:nifty looking eyes]. As a trade race, they can provide all sorts of metal crafts, trap components, and mechanisms. They are an artifact-salvage society after all. This would be crap they can very easily find and trade off to keep themselves funded. They would also most likely have camps (similar to elven settlements) made in desert biomes, but usually buiult in the manner of dwarven fortresses (once race-specific settlements are implemented again).

The Al-Bhed can also justify some rogue technology (like "Salvaged Magitek Armor" or anything else with a "Salvaged" tag applied to them) running amok.

EDIT EDIT:
Now that I come and think of it, The Al-Bhed would make a pretty decent playable race. They can build crazy things, salvage lost or abandoned technology, and can justify using a new language file even. They're good at trade, and use whatever's nearby to make a living. They're actually pretty damn dwarven. Their hometown is in the middle of a desert island, and after it gets overrun with fiends, they abandon fort it in the dwarfiest way possible (http://youtu.be/QkIvFgUube4).

Yes, they deserve a race-in. Possibly even the default starting race. Their 'Home' (as it's also called) is included as a megaproject idea as well.
Title: Re: Final Fantasy Mod
Post by: Thuellai on November 09, 2011, 01:00:37 pm
I'd be willing to write the Al-Bhed language file.  We'd have to make sure their eye color doesn't vary, so that trait would have to have only one option for them.  But they'd definitely be cool as a playable race.

I'd also suggest for music using the Red Wings theme from FFIV, which has been used as starting music in both FFIV and in modified form in FFVIII, either as opening music or as the fortress background theme
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 09, 2011, 03:04:40 pm
Now that I come and think of it, The Al-Bhed would make a pretty decent playable race. They can build crazy things, salvage lost or abandoned technology, and can justify using a new language file even. They're good at trade, and use whatever's nearby to make a living. They're actually pretty damn dwarven. Their hometown is in the middle of a desert island, and after it gets overrun with fiends, they abandon fort it in the dwarfiest way possible (http://youtu.be/QkIvFgUube4).

Yes, they deserve a race-in. Possibly even the default starting race. Their 'Home' (as it's also called) is included as a megaproject idea as well.
from what i understand, i think someone made a tech tree mod (i think it was called) that had mechs and the like for use by a single race, it would be a snap to put it to a specific caste of human.

Have you considered Pandemona. And if possible, add Eden please. Perhaps a FFVIII based Bahamut? Bahamut could come in several forms. Dark aeons as rare, but more powerful variants?

On the boss front, Penance and the crystal guardians from the original FF. And since you have weapons, Omega is not to be omitted.
as far as mechanics work, eden would pretty much be a limbless Sin. they both have a pretty OP breath attack already...

Edit: found it, it was the "Regeneration" mod. a cursory glance tells me its based on genesis, ill take a look at it
Title: Re: Final Fantasy Mod
Post by: Roses on November 09, 2011, 04:59:49 pm
Right, archfiends are finally done, and I'll have a look at the quetzalcoatl raws. Thee metals are completed, and the Ragnarok sword, which you can only get by killing the Embodiment of Ragnarok (not a summon, but that was the only way I was going to get Ragnarok into the game) will be used in a workshop.  However, you will have to give up an extremely useful weapon. Again, your choice.

To be fair, Ragnarok was a summon in FF6 which made you choose between the summon and the sword. So that's fair.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 10, 2011, 12:44:03 am
I'd be willing to write the Al-Bhed language file.  We'd have to make sure their eye color doesn't vary, so that trait would have to have only one option for them.  But they'd definitely be cool as a playable race.

I'd also suggest for music using the Red Wings theme from FFIV, which has been used as starting music in both FFIV and in modified form in FFVIII, either as opening music or as the fortress background theme
Now that I recall correctly, I think the dominant eye color of Al-Bhed is green spiraled (should solve the eye color issue). Even Yuna being related to Rikku (cousins), she even has 1 blue and 1 green eye. It's hard to spot in-game, but the official art shows so. Similar could be said about Rikku with the spiral eyes. I think she even explains how all Al-Bhed have those kind of eyes as well (Either during her second introduction, or before they reach 'Home'). Kinda puzzles me how they can see clearly with such oddball pupils. I'll just leave it up to Big Anime Eye laws.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 10, 2011, 10:51:29 am
Theullai, thanks for offering to write the file. I'm just using DFLang to write languages, since only moogles have any different languages and have been implemented so far. Also, I'm really not a very skilled modder. I can't really do something to the extent of Saecular, since I have no idea how to change the music. Eden and Pandemona were going to be implemented with the Moogles, but I forgot about them, so they'll be coming back with the next update. Al-Bhed? Hm, let's see if they can put up with my different races first. If they somehow survive,then they'll be in, unless popular demand says otherwise.

Hm..this started out as a mod in the vein of Flora and Fauna, now people are asking me to basically turn it into a prepackaged game, complete with music. And here I was, thinking this'd be sort of like Genesis, in the terms that it would add loads of stuff and modify some new things. Anyway, updates:
The Metamorphisis Workshop is done. By taking the sword of Ragnarok and some magicite, you can make this workshop, which allows you to turn mundane objects into useful stuff, e.g goblinite spears------>steel armour.
The new metals and corrosponding ores are finished, only manufactured nethicite is still to be placed in.
Eden is now implemented (Ooh, sorry, forgot about her. >.>)
Bandoleer-class monsters are done, and several new random ecounters have been added.
Warmech (from the very first FF) is implemented. You'll probably fight it as a run-up before Sin completely obliterates you.
Also, attack triggers for the various megas are now in place. Expect to see Archfiends attack when you've gotten your smelting industry up, and Sin when your tiny fortress becomes a Mountainhome. Of course, I'm also going to reduce Sin's power.

Mind you, this has not been uploaded, in case it confuses some of you, this is what the current, giant update is going through at the moment.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 10, 2011, 11:41:41 am
Yeah, considering much of the ideas I've been brewing in my head, I don't think you'll be able to take on all of them entirely on your own, or at least, some of the tasks would distract you too much from the main part of the mod. Kinda why I allowed anyone to volunteer working on the Al-Bhed language file at least.

I mean, I'm not much of a modder, but I know how much work there is when working on one (attempted the Carippoparpamus mod (http://www.bay12forums.com/smf/index.php?topic=50596.msg1070013#msg1070013)). I didn't want to burden you too much as it was.

As for the music, I think you can find any of the music we mentioned, convert them into OGG, rename them to the OGG file to replace (DF/data/sound/song_(game or title).ogg), and there you go. Simpler than it sounds.

As a bit of extra credit, for anyone familiar with Soundsense, and can also rip sound effects, you can always provide a Final Fantasy Soundsense Mod to use alongside it. Of course, this is optional and up for grabs; provided anyone that plays DF with Soundsense.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 10, 2011, 01:37:26 pm
Also, Itnetlolor, something you made might be Easter Egg'd in the mod. Might take away some of the seriousness, but then LFR has them.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 11, 2011, 10:19:11 am
Right, completing the reactions for the Metamorph Workshop. So far, you can convert leather bucklers and armour to metal armour, wood to stone, training weapons to metal, and you might get a legendary weapon or candy out of it.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 11, 2011, 01:34:51 pm
Just came to mind. Do we already have Ultros and Chupon as encounters? Ultros can always ink his targets by firing a blindness breath to mimic the effect, apparently, he's amphibious, and is quite buddy-buddy with his pal Chupon. Chupon would have a similar breath attack, except it would cause a serious knockback (like when a hammerer strikes their targets really hard), and nothing else really. Can get really annoying for the uninitiated. And generally, as far as I know, he only really sneezes, and has a mid-range (damage-wise) melee attack.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 11, 2011, 02:01:50 pm
Typhon is already in the game, and Ultros is in the update.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 11, 2011, 02:48:24 pm
Typhon is already in the game, and Ultros is in the update.
yaaaay ulty!  :D
Title: Re: Final Fantasy Mod
Post by: Ultimuh on November 11, 2011, 07:04:42 pm
Hmm.. voted a bit fast.. and got the wrong choise..
Well.. There should be some.

Also.. yaay! Ultros! Do Gilgamesh next!
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 11, 2011, 10:29:44 pm
Hmm.. voted a bit fast.. and got the wrong choise..
Well.. There should be some.

Also.. yaay! Ultros! Do Gilgamesh next!
gilgamesh was one of the first implemented, and he's as broken as any 6 armed well trained swordsman would be
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 11, 2011, 10:34:23 pm
I thought Gilgamesh was notoriously incompetent?

Note, the last final fantasy game I've played is six, so maybe he's hardened up since then.

EDIT: Okay apparently so, looking at the wiki. And in hindsight I think the pathetic one in 6 was a fake gilgamesh or something? I dunno, it's been a while.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 12, 2011, 08:35:22 am
Hm, updates. This'll be one of two updates on the making of the next one before it's release:
Added in engravings of the people who have contributed to the mod the most. (Thanks, ShadowBroker and Itnetlolor!)
Added Ultros. He is pathetic against a well trained military, and his remains are worth a hell of a lot.
Added in the WEAPONs and three of the Archfiends. Only Rubicante is still being finished.
Added in the Muramasa and Excalipoor. Muramasa is the sword you can get by 'attempting to forge the Masamune' and it is pretty decent, but not really that good. Excalipoor, as you all know, is pretty worthless, but you can get quite a handful by trading it.

Also, Gilgamesh isn't trained in swordfighting. How the....
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 12, 2011, 10:01:45 am
Hm, updates. This'll be one of two updates on the making of the next one before it's release:
Added in engravings of the people who have contributed to the mod the most. (Thanks, ShadowBroker and Itnetlolor!)
Added Ultros. He is pathetic against a well trained military, and his remains are worth a hell of a lot.
Added in the WEAPONs and three of the Archfiends. Only Rubicante is still being finished.
Added in the Muramasa and Excalipoor. Muramasa is the sword you can get by 'attempting to forge the Masamune' and it is pretty decent, but not really that good. Excalipoor, as you all know, is pretty worthless, but you can get quite a handful by trading it.

Also, Gilgamesh isn't trained in swordfighting. How the....
[/quote
i was just referring to how broken he was, fighting wise. and yes seriyu, he his -famously- incompetent. he's just super powerful because of the nature of the game
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 12, 2011, 05:49:12 pm
Well the wiki said he killed armies and junk, it's just the main characters he can't beat. And as we all know the main characters can't be beat by anything else because time rewinds back to the last save point whenever they're killed. Also that he grew up in a warrior village so presumably he got training there? I dunno.

At any rate I'll stop derailing the thread with speculation. :P

Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 12, 2011, 08:20:35 pm
This is gonna be fun to play.

A few other megaproject ideas in mind:
Any of the castles in the FF series- Especially Vector + Magitek Factory, Kefka's Tower, and Figaro Castle (complete with engine and being built in the middle of a desert).
Any major city in the series
Any airship featured (Including Archadean fleet)
Any Floating island featured in any Square game (obsidian-casting maybe)
Alexander as a fortress
The Al-Bhed Home (with underground dry dock in the middle of a desert)
Any of the Temples of Spira (FFX) complete with fully functional Cloisters of Trial.
A replica of Zanarkand, (bonus points if you can make a colossal water arch)
A scale replica of Sin. (He's just a bit smaller than Bevelle)
A Blitzball arena (which can be filled and drained, and also accessible however possible) (Arena Mode version acceptable)
The coastal city of Luca (FFX)
The Giant of Babil (complete with inner workings)
The Tower of Babil
A functional Serpent Trench
Using PerfectWorldDF, recreate any of the world maps
The City of Midgar (with all reactors intact and functioning, with a second city atop an undercity slum suspended on a breakaway plate apiece)
The Kingdom of Baron + Town of Baron, and an airship facility to house the Red Wings
Gold Saucer in it's full glory (with a functional pipeline that works similarly to FF7's oddball geometries for that place) including being made in the middle of a desert and a prison slum at the base of it. Bonus points if Ruby Weapon makes an appearance. Additional bonus points if you can make a suspended transit system to a mining town nearby. Extra extra points if you can plate the entire structure in gold.
The City of Junon (complete with Sister Cannon)

You know what? This is a big list, and these are just some I can come up with on the spot.


Here's the ultimate megaproject challenge: Build a working version of the temple of the Ancients from FFVII. Have ‼fun‼ working on that nightmare.
Title: Re: Final Fantasy Mod
Post by: Ultimuh on November 12, 2011, 08:46:15 pm
Hmm.. voted a bit fast.. and got the wrong choise..
Well.. There should be some.

Also.. yaay! Ultros! Do Gilgamesh next!
gilgamesh was one of the first implemented, and he's as broken as any 6 armed well trained swordsman would be

*slaps self in the face for not noticing Gilgamesh already being there.*
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 13, 2011, 05:00:49 am
The Gold Saucer one might be quite easy in terms of Ruby WEAPON's appearance. He's already programmed to appear in deserts, although you might see Scarmiglione and Ifrit there as well.

It'd be funny to see Alexander the summon see ALexander the fortress. :P
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 13, 2011, 07:02:31 am
Right, final update before the release:
Added Crusader and Pandemona.
Al Bhed is finished, using a DFLang file for languages at the moment.
Magitek armour is done.
Metamorphisis Workshop might be removed, depends on how many of you lot want it in. (This workkshop allows you to turn leather stuff into metal, wood into stone, lead into gold, etc.)
Sneaked in a couple of easter eggs.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 13, 2011, 01:23:22 pm
I can't wait until we can implement the magic system into this mod when the next DF release comes out. Oh, the many spells you can use. This mod will be (even more) insane by then. I definitely know that Adventure Mode will be downright epic after the next version release when magick gets involved, and a version upgrade of this mod (provided it's not too difficult to get done).

Naturally, we would then have to start including other combat arts from the games into the mix. Imagine having an army of Sabins devastating an army of Doomtrains simply by suplexing them all into submission. (http://youtu.be/2u84cH_bmTA) But anyway, I mean, having combat monks (more proper term based on FFT) which can use blitz moves similar to Sabin's (imagine an array of aurabolts being fired like mad; of course, fatigue will set in if they do some of these moves too often; to prevent abuse of them), Runic blades rendering anything with a [MAGIC] tag useless and harmless, theif-class units disarming/disarmoring their targets, and so on.

EDIT:
Oh right, we might as well hire some artistic talent. Anyone good at making a tileset willing to make one for this mod? And if so, what would be an ideal tilesize to work with? I think 16x16 is plenty good.

We can have an ASCII version of this mod as well as a tileset version. Pander to both types of players.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 13, 2011, 02:49:03 pm
Hm...maybe a blade that gets stronger the more you don't use it? And a sword that gets stronger for every hit you do? Since we don't have battles....that's the foreseeable way I can see to implement the Chicken Knife and Brave Blade in the next version update.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 13, 2011, 02:57:04 pm
Hm...maybe a blade that gets stronger the more you don't use it? And a sword that gets stronger for every hit you do? Since we don't have battles....that's the foreseeable way I can see to implement the Chicken Knife and Brave Blade in the next version update.
if anything, it would be based on kills. the brave blade sounds very do-able, as it would just be a very powerful named weapon. it does seem daunting to implement tho, as i do not think there is a way to implement this. but say it starts out at a copper quality and ends at candy quality in terms of combat effectiveness
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 13, 2011, 03:06:08 pm
And, how would you not die painfully from disease from getting near enough to suplex Doomtrain?

Urist McWrestler is caught in a burst of Doomtrain aura!
Urist McWrestler dies from severe illness.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 13, 2011, 03:27:28 pm
And, how would you not die painfully from disease from getting near enough to suplex Doomtrain?

Urist McWrestler is caught in a burst of Doomtrain aura!
Urist McWrestler dies from severe illness.
thats what would make it badass. you can set up the suplex to do a instant death syndrome to just doomtrain. if they can pull it off, they get honored with a kickass bedroom. if they pull it off and die of complications? satue in their honor
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 13, 2011, 08:39:27 pm
EDIT: Scratch that.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 13, 2011, 08:49:41 pm
EDIT:
Oh right, we might as well hire some artistic talent. Anyone good at making a tileset willing to make one for this mod? And if so, what would be an ideal tilesize to work with? I think 16x16 is plenty good.

We can have an ASCII version of this mod as well as a tileset version. Pander to both types of players.

Iiiii do a bit of pixeling here and there, but I'm not promising anything, especially because I'm not particularly familiar with a lot of newer final fantasy stuff. I'll start fiddling with a tileset now. Is there a list somewhere of what tiles are and aren't hardcoded?Like I know wood doors are hardcoded, for instance.

Also stuff people actually want changed, like I'd imagine leaving doors alone and just using a phoebus tile or whatever would be fine.
there are a couple of workarounds. like for the ivalice summons you can just do their zodiac sign. like zalera is gemini, famfrit is aquarius, etc
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 13, 2011, 08:54:45 pm
Well nevermind, that's not turnin out so well either, bleh. Sorry.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 13, 2011, 09:46:21 pm
no harm done  :D
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 13, 2011, 11:18:06 pm
Yeah, I might work on it from time to time but I wouldn't count on me as a primary source of tiles. I'll post any I'm happy with in the thread I suppose :p
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 13, 2011, 11:26:55 pm
EDIT:
Oh right, we might as well hire some artistic talent. Anyone good at making a tileset willing to make one for this mod? And if so, what would be an ideal tilesize to work with? I think 16x16 is plenty good.

We can have an ASCII version of this mod as well as a tileset version. Pander to both types of players.

Iiiii do a bit of pixeling here and there, but I'm not promising anything, especially because I'm not particularly familiar with a lot of newer final fantasy stuff. I'll start fiddling with a tileset now. Is there a list somewhere of what tiles are and aren't hardcoded?Like I know wood doors are hardcoded, for instance.

Also stuff people actually want changed, like I'd imagine leaving doors alone and just using a phoebus tile or whatever would be fine.
there are a couple of workarounds. like for the ivalice summons you can just do their zodiac sign. like zalera is gemini, famfrit is aquarius, etc
I actually like that idea. Ivalice summons are equally recognized by their zodiac signs, and aren't that challenging to design. And as a bonus, more characters to use while at it.

And in regards to graphics in general, don't worry about it, it's open invite. Do what you can, and we'll compile it together later.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 14, 2011, 11:32:43 am
Gods....major setback. I duped something in the mix of files I modded in before this mod. The release will probably be set on the weekend, I just need to fix my raws and finish testing the workshops.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 14, 2011, 12:32:56 pm
Uh oh, Did you end up with fire-breathing chocobos that speak Al-Bhed or something?
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 14, 2011, 01:27:13 pm
probabally just some game crashes. or tree people that eat wagon meat. wacky stuff, duping is
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 14, 2011, 01:45:40 pm
Actually, considering that last statement, did we implement color-class chocobos (could be biome-specific as well) at all? Shouldn't be too hard. We have the standard ones which are average speed and intelligence, black (mountain/sea) ones which can fly, red ones that can toss fireballs or can peck you on fire (short range dragonfire in order to prevent forest fires. It is their home after all too), blue (sea) ones that can swim faster, and green (mountain) ones that can run faster. Of course, there's also the legendary gold chocobo which is the best of each color in one, as well as really fast, powerful hit, and quite rare; oh yeah, and they can fly.

Just as well, certain chocobo parts fetch better prices (chocobo feather/wing), no real challenge setting up the values. Most importantly are Standard is least, gold is most valuable, and black is the second most valuable (being a cross-breed of blue and green, and the best of both worlds allows them flight).

We can always toss in vendor trash (like in FFXII, with a few you can use yourself in-fort) you gain from defeating certain enemies (in lieu of everything drops money and/or convenient weaponry/shields; one detail I liked in that game over some of the others). It also works very appropriately as well for DF modding. Just so not everything acquired from creatures is not absolutely useless, the metamorph workshop and alchemy labs and such can actually use some of these parts to make potions, ethers, and so forth (the FFXII encyclopedias really help here), and can allow you to sell them for a greater price, or make potions and such to help your troops not get too badly beaten up when dealing with the monsters and fiends of the FF universe.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 14, 2011, 04:49:43 pm
that would take quite a bit of work, but its very doable. the different types of chocobos shouldnt be a problem, although i admit i dont know how to create biome-specific castes. although it seems like we already did it with the al bhed.

as for the monster loot=potions. it seems like a good idea, however i do not think its possible to make an instant-cure item, within the constraints of the game. as for the individual monster loot, we really dont have enough FF monsters to make it more than a novelty at best. we could go through every creature in the raws and make them drop something useful, but that seems a bit tedious. the "stick+dead rat=crazy expensive item" is a sound proposition, but one could always crank out crafts to buy a caravan. i suppose it depends on how immersive you want your expierence. this is a final fantasy conversion mod, wheras i've been playing it as "dwarf fortress, with final fantasy stuff thrown in? hooray!" ....which makes me believe i discredited my whole argument....point is, its on the drawing board for now. i reccommend a poll for the loot/expensive potions bit
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 14, 2011, 05:15:47 pm
Potions will be a lot more doable with the next version, obviously, but as of now they can't do a whole lot, nope.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 14, 2011, 05:40:13 pm
Potions will be a lot more doable with the next version, obviously, but as of now they can't do a whole lot, nope.
other than be really shiny
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 14, 2011, 06:46:59 pm
I guess you could turn specific monster parts into booze or special weapons or something.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 14, 2011, 06:59:00 pm
well it would work the vendor-loot system from 12. find the right combination of junk and trade in for goods. incredibly impractical given the randomness of monsters genned
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 14, 2011, 10:46:36 pm
I guess you could turn specific monster parts into booze or special weapons or something.
I do remember a monster hunt side-quest/bounty board that you have to kill a specific kind of giant snake or something like that so that the old guy that runs the sundries shop (which also raised 2 of the playable characters) can make a wine out of it's blood.

The booze part can be done, I would imagine. And the idea I tossed up is a bit hardcore, I'll admit, and would add tons more detail (IE- tons of work, and best to wait until at least the next DF version release), but as of now, we can enjoy it as a standard mod as it develops.

I would still recommend it as at least something that can be put on the back burner for those that really want immersion into the Final Fantasy universe (consider it an open invite modding option after at least the first release of the FFMod), and can be worked on as a side-side project.

EDIT:
Didn't notice a release link was made already. :P

I'll admit, making esper v. esper battles in Arena Mode is pretty fun. Started off with Ifrit v. Shiva. It ended with the upper half of Shiva completely missing (or simply gone), and Ifrit left pretty badly cut up.

Speaking of Ifrit, Legends mode made him a law-giver that had a 2-year term, until a dwarf killed him. This is pretty neat so far.

EDIT EDIT:
I've noticed something in Arena Mode. Espers are so damn powerful, a consistent autopsy report of their victims shows that they're missing their upper halves. Ouch. Only other espers are lucky enough to retain more than half of themselves post-mortem. Phoenix fortunately turns into a pile of ash.

Also, for the hell of it, I sent Bahamut up against an army of bears (at least 80 of them). All of them are half the bear they used to be in a split second, and Bahamut is pretty scratched up.

EDIT EDIT EDIT:
Made Final Fantasy PC-equivalent dwarves with ultimate equipment, 1-on-1 devastated a no-level bahamut no problem. Now 2-on-1 (candy sword and silver hammer both grand masters in candy armor), but now against a grand master Bahamut. result's Consistent with Final Fantasy. Bahamut at his best (lvl. 99) can't even win against 2 lvl. 99 dwarves with respective equipment, no less even put a scratch in them. 1-on-1 gives the same result (lvl. 99 vs. 99 in candy). And one more 99 battle, but naked dwarf vs Bahamut, Dwarf almost won. Definitely enraged him. His muscles are the same color as his scales is putting it simply.

Almost bit off Bahamut's head (arena mode control over grand master Urist McNekkid). Unfortunately, he belched while I was in the process.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 15, 2011, 10:12:35 am
and the only thing that can kill sin is more sin. and anima has a tendency to get caught in her own blast. and sin can kill just about everything on the list, all at once. he does have trouble with doomtrain though. probabally due to the number of bodyparts. you didnt know it was released? hell, ive been testing it for a while XD where do you think all of those raw file corrections i said came from?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 15, 2011, 10:46:10 am
Strange...I set Anima to be immune to her own blast. Anyway, since the release was delayed, an update:
Added some extra attacks to Shiva, Anima, Catoblepas and some other summons.
Depowered Sin. At least you now have a tiny chance of killing him.
Replaced refrences to the old Gods and Titans mod with refrences to Aeons, Espers, and Eidolons. Any summon from FFX will be refered to as an Aeon, any one from a game that uses Espers an Esper, and you know the last one. Any recurring or Ivalice summons will be refered to as summons.
Hm, might depower some of the espers.
Sin is supposed to be able to kill most of the summons. He was never meant to face any of them in direct combat, and he's so big, in FFX you fight his individual body parts as bosses. His only attack comes from the attack you get eliminated by if you don't weaken him in 16 turns in the battle on the Fahrenheit.

I actually ended up playing as a civilization of Alexanders. They were a heck of lot better than moogles by a long shot.

EDIT: The loot system will be tested with some iron weapon drops and coin drops for the shops in bigger towns. Some'll drop nice little novelties that fetch a heck of a lot.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 15, 2011, 10:56:27 am
I actually ended up playing as a civilization of Alexanders. They were a heck of lot better than moogles by a long shot.
thats....awesome. and i put anima up against some random creature, and when i checked the battle logs it says she was caught in her blast and died
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 15, 2011, 11:02:20 am
Hm...the zip says that I did place in immunity to Oblivion. Check yours, I just ran an arena fight between Anima and Valefor and both were pretty banged up, but Anima didnt get caught in her own blast.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 15, 2011, 11:18:00 am
Also, should I ask to have my mod added to Community Mods and Utilities after the update is released? Seeing as it's about to be moved up from Minor Mods to Major, due to the content added, I'm thinking about this carefully.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 15, 2011, 12:13:50 pm
for all i know, it could have been something else that caused it. battle reports are quite annoying to comprehend. and sure, i mean. the community working on this is only a handfull of people, but it should be fine? i havent been on the forums long enough to know how things work around here
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 15, 2011, 12:38:08 pm
If I recall correctly, I remember Bevelle and the grand holy council actually developed Vegnagun (http://finalfantasy.wikia.com/wiki/Vegnagun) as a weapon so powerful, it could destroy Sin. They only never released it because it had trouble telling the good targets apart from the bad. Quiet an intimidating fellow, but a surprisingly underwhelming boss battle when you do actually finally battle it (standard level or lvl. 99; either way, he was a pushover). The thing is significantly big too. It was another thing you could only battle in parts (tail, leg, then head).
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 15, 2011, 12:45:11 pm
If I recall correctly, I remember Bevelle and the grand holy council actually developed Vegnagun (http://finalfantasy.wikia.com/wiki/Vegnagun) as a weapon so powerful, it could destroy Sin. They only never released it because it had trouble telling the good targets apart from the bad. Quiet an intimidating fellow, but a surprisingly underwhelming boss battle when you do actually finally battle it (standard level or lvl. 99; either way, he was a pushover). The thing is significantly big too. It was another thing you could only battle in parts (tail, leg, then head).
i never got through X-2  :( i keep wanting to finish it, but get hung up on the completion stuff. 100% in one playthrough....cuz i wouldnt want to do it twice

Edit: but i do know that
Spoiler (click to show/hide)
, and that venagun could blow up spira if it wanted to
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 15, 2011, 05:03:16 pm
Also, should I ask to have my mod added to Community Mods and Utilities after the update is released? Seeing as it's about to be moved up from Minor Mods to Major, due to the content added, I'm thinking about this carefully.

They don't seem terribly picky about what makes it in so long as there's a decent amount of effort in it. Go ahead and ask, but I think it'd be fine.
Title: Re: Final Fantasy Mod
Post by: Thuellai on November 15, 2011, 06:27:41 pm
Strange...I set Anima to be immune to her own blast. Anyway, since the release was delayed, an update:
Added some extra attacks to Shiva, Anima, Catoblepas and some other summons.
Depowered Sin. At least you now have a tiny chance of killing him.
Replaced refrences to the old Gods and Titans mod with refrences to Aeons, Espers, and Eidolons. Any summon from FFX will be refered to as an Aeon, any one from a game that uses Espers an Esper, and you know the last one. Any recurring or Ivalice summons will be refered to as summons.
Hm, might depower some of the espers.
Sin is supposed to be able to kill most of the summons. He was never meant to face any of them in direct combat, and he's so big, in FFX you fight his individual body parts as bosses. His only attack comes from the attack you get eliminated by if you don't weaken him in 16 turns in the battle on the Fahrenheit.

I actually ended up playing as a civilization of Alexanders. They were a heck of lot better than moogles by a long shot.

EDIT: The loot system will be tested with some iron weapon drops and coin drops for the shops in bigger towns. Some'll drop nice little novelties that fetch a heck of a lot.

Ivalice summons are referred to as either Espers or Eidolons, don't remember which right at the moment.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 15, 2011, 09:26:07 pm
Strange...I set Anima to be immune to her own blast. Anyway, since the release was delayed, an update:
Added some extra attacks to Shiva, Anima, Catoblepas and some other summons.
Depowered Sin. At least you now have a tiny chance of killing him.
Replaced refrences to the old Gods and Titans mod with refrences to Aeons, Espers, and Eidolons. Any summon from FFX will be refered to as an Aeon, any one from a game that uses Espers an Esper, and you know the last one. Any recurring or Ivalice summons will be refered to as summons.
Hm, might depower some of the espers.
Sin is supposed to be able to kill most of the summons. He was never meant to face any of them in direct combat, and he's so big, in FFX you fight his individual body parts as bosses. His only attack comes from the attack you get eliminated by if you don't weaken him in 16 turns in the battle on the Fahrenheit.

I actually ended up playing as a civilization of Alexanders. They were a heck of lot better than moogles by a long shot.

EDIT: The loot system will be tested with some iron weapon drops and coin drops for the shops in bigger towns. Some'll drop nice little novelties that fetch a heck of a lot.

Ivalice summons are referred to as either Espers or Eidolons, don't remember which right at the moment.
Esper. checked the wiki
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 16, 2011, 10:41:30 am
Hm....loot's being tested, with some dropping sterling silver coins and weapons. At the moment, there won't be novelties, but there will be when loots done.
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 17, 2011, 05:50:34 pm
No update today?
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 17, 2011, 06:40:39 pm
No update today?
ive been compulsively checking for updates every hour or so myself. i know that feel
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 18, 2011, 10:31:08 am
Update. :3
Loot system set up.
Adrammelech, Mateus and Belias added.
Slimes from Dragon Quest added as Easter Egg. :-P

Right, just fixing stuff here and there and the update should be out soon.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 18, 2011, 10:36:44 am
Also, less work will be done on the current, large update because I do want to play on a fort where assasins control the nobility (i.e drown them in magma if they make a mandate for slade toys.) This doesn't mean much, since the update is nearly completed, only a few tweaks to Al Bhed and Tonberry.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 18, 2011, 12:27:17 pm
Yeah, I'm kinda slowing down on the ideas side of things. Got hit with a pretty bad sickness that did me in for the week.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 18, 2011, 02:59:26 pm
well, we seem pretty ok with ideas for now. we can brainstorm for the next update. for now we can test (enjoy) whats new.
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 18, 2011, 06:27:21 pm
Yeah, I don't think anyone would mind having a test build to chew on if you're at that state.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 19, 2011, 05:19:05 pm
Pushing for a release at Monday/Tuesday GMT at the latest.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 20, 2011, 08:57:37 am
-begins countdown to update release-
Finally...the long awaited update is here! With Al-Bhed and Ronso to play with, and the Archfiends to battle. Just fixing a little problem with Cagnazzo then y ou lot can finally enjoy the update. Sorry it took so long, but all the suggestions were added...well, most were.
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 20, 2011, 06:45:11 pm
Wait so, is it coming out today then? :P
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 21, 2011, 10:38:02 am
Roundabouts, yeah.

FINAL UPDATE:
Added Ronso.
Buffed most of the older megas. They were pathetic compared to the newer megas.
Added artifacts. You can find them on Antlions, Adamantoises, and pretty much most feral cactuar or nomad tonberries.
Removed the Metamorph Workshop. Returning when I can fix the glitch involving leather being unamed when converted from rock or wood. I wanted dog leather. :P
Removed Magitek Armor. Having problems modding the castes.

EDIT:NOOOOOOO! I have to leave. The update will finally be tomorrow. Only fixing small problems with Al-Bhed and Ronso.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 22, 2011, 11:52:16 am
Finally. The update is finished and updated. Feel free to enjoy and tell me anything I may have left out. I had to rush this...
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 22, 2011, 12:32:35 pm
Sweet. Downloaded the mod. Will find time to check it out.

Might send Montblanc out to slay some creatures, while I have Mog running his own place (could use a pet Sasquatch named Umaro).
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 22, 2011, 12:41:29 pm
Hm....right. Next update'll probably be on the weekend, later if there's anything that needs fixing. For now, I'm ok with the current state of the mod. Also, pet sasquatch? Why not a usable sasquatch? Just use Dfusion for that. Then name the yeti Umaro and give him a club. :P
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 22, 2011, 12:55:01 pm
....i totally cant wait to see an engraving of myself  :D that was my first impression from skimming the raws
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on November 22, 2011, 01:49:22 pm
In the testing arena, I noticed a few creatures labeled as 'Nothing'. You may need to get those fixed.

Oh, and watching Diamond and Emerald WEAPONs wrestle each other to the ground and shooting each other in the face, seeing as they look similar, must be an awesome sight to see, sorta like a Godzilla movie, albeit terrifying. As for a duel between Emerald and Ruby, which one would win, Ruby won in a flash.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 22, 2011, 08:07:31 pm
In the testing arena, I noticed a few creatures labeled as 'Nothing'. You may need to get those fixed.

Oh, and watching Diamond and Emerald WEAPONs wrestle each other to the ground and shooting each other in the face, seeing as they look similar, must be an awesome sight to see, sorta like a Godzilla movie, albeit terrifying. As for a duel between Emerald and Ruby, which one would win, Ruby won in a flash.
Ruby was arguably harder than emerald. and you could just edit Yetis to have purple skin and make war-trainable, if you wanna quick fix. and what showed up as nothing? i had a problem with that when i tried to edit in drakes. also a quick question. why are most of the summons really good at everything? i'd like a legendary monster be my beekeeper  :P
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 22, 2011, 09:29:14 pm
Are the Al Bhed set up to be playable if I edit the tag in (and remove all the natural skill tags from them)?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 23, 2011, 10:47:15 am
I think so. Copied their raws from dwarves. Al-Bhed should be playable if you get the right tags in.


 Also, some of the tags were left over from a test phase, when I modded in a creature with 16 skill at everything and had them make a civ. Used them as a test army against the summons, they got thrashed so I gave the monsters the skills. I was too lazy to only copy the combat skills, so I copied everything. This will be fixed next release, as their skills will be reduced to 10.

Has anyone seen the Easter Egg monsters yet? I know at least one or two of you have seen the raws or were informed by me about the easter eggies and I'd like to know if they work. Also, have any of you seen the Easter Egg engravings? Those are shout outs to those I deem worthy. ;)
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 23, 2011, 04:59:02 pm
If by saw you mean rooted through the raws and saw them then yes, I saw the easter egg engravings. :P

And thank yah!

EDIT: Man this is a lot of editing. Just to clarify, the next version will be "decheated" right?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 24, 2011, 01:52:29 am
Aye. I dont seem to think it is fair if you are fighting a monster that would beat you in a beekeeping competition. :P They will only have all the normal combat skills, and in case of Odin/Ragnarok/Gilgamesh, sword skills. At least one of the easter egg monsters will have skills in something
I will not reveal.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 24, 2011, 04:35:02 pm
Expect v5.5 tommorrow.
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 24, 2011, 05:03:41 pm
Okay, good to hear. Thank yah again!
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 24, 2011, 07:15:26 pm
Mod updated to 5.5. Do not expect anymore updates until the end of the month.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 25, 2011, 03:52:46 am
Actually, scratch that. The update will come soon. Magitek armour's fixed.
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 25, 2011, 11:04:55 pm
I'll wait for that one then, because I love me some magitek armor.

I assume all the skill amounts and [NOSTUN][NOFATIGUE]etc have been fixed and all that business?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 26, 2011, 08:09:06 am
Yeah. Some of them have skill in weapons (i.e Gilgamesh.) added.  Some have the tags kept because they are inorganic or undead, and some tags were kept to keep the pressure on the players (i.e you.)
Title: Re: Final Fantasy Mod
Post by: Seriyu on November 26, 2011, 07:16:07 pm
Well yeah, putting tags where they make sense is fine. Checking it out now, finally. :P
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 28, 2011, 10:39:08 am
The magitek armor addition will be added this friday, and a special update 2 days after.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 28, 2011, 10:59:09 am
its worth the noting: did you set up any races to be able to use any of your new metals? i found me a nice deposit, found it not on the smelter list, then checked the entity raws and its not a permitted reaction. i dont even think your new races can use it
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 29, 2011, 10:33:37 am
Yes. I did. How....
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 29, 2011, 12:40:51 pm
ill reload the mod, on the off chance im using an unupdated version
Title: Re: Final Fantasy Mod
Post by: Guylock on November 29, 2011, 08:40:45 pm
I have a suggestion..

Shouldn't the Summons aka Espers be the semi megabeasts;
while the mega beasts are the WEAPONS? and the LAST BOSES?

Just an idea cause those 2 groups are usually really strong or extremely strong...
As for sin, he's already a last boss due to Jecht being him, etc..

Title: Re: Final Fantasy Mod
Post by: ShadowBroker on November 29, 2011, 10:24:35 pm
thats just splitting hairs at that point. :P in that case it would boil down to what raw folder they are in, as their attack requirements are each a bit different i believe. each one is more than a match for a fort, so why let it bother you wether they are classified as semi versus full?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on November 30, 2011, 03:35:17 am
It doesnt really matter, seeing as summons are powerful enough to destroy whole cities. And anyway, Sin will kill your fort anyway, so why does it matter so much?
Title: Re: Final Fantasy Mod
Post by: Guylock on November 30, 2011, 04:38:01 am
Just spilling out an idea is all...
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on December 01, 2011, 02:53:49 pm
Hm...shold I make magitek armour a civ? Possibly a better alternative to the weakling goblins and kobolds we get normally.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on December 01, 2011, 06:11:44 pm
id leave it up to a vote. but it seems that they would be more than a match for any fort. i dont think theres any way to control the size of sieges because it seems like it would get very out of hand, fast
Title: Re: Final Fantasy Mod
Post by: D_E on December 02, 2011, 12:11:50 am
Make an Empire civ, and make Magitek armor a less-common (1 in 10? 1 in 20?) caste, alongside the regular army troops etc.  Magitek also leaves its pilot exposed, so they wouldn't even be that much harder to kill than regular soldiers.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on December 02, 2011, 03:47:45 pm
Make an Empire civ, and make Magitek armor a less-common (1 in 10? 1 in 20?) caste, alongside the regular army troops etc.  Magitek also leaves its pilot exposed, so they wouldn't even be that much harder to kill than regular soldiers.
that would be true. if you can target the pilot. the way this would work out is the magitek armor would be civ specific mounts. and once you kill the rider you still have to deal with the mount, ya know?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on December 03, 2011, 06:43:31 pm
Hm..
Experimenting with new thought parts.
Title: Re: Final Fantasy Mod
Post by: D_E on December 03, 2011, 10:31:18 pm
You can make different parts of a creature out of different materials.  So you can make a body/body_detail_plan set that has a squishy rider on top and a steel war machine on bottom.

Although I don't think you can stop the war machine from bleeding if it's arm is cut off or something.  You can prevent it from bleeding if it's arm is smashed, though.  And you may be able to prevent the arm from being cut off at all ([EMBEDDED] or something does this, I think... but it might have some weird grappling consequences).
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on December 04, 2011, 04:06:08 am
I have a solution. Delete blood.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on December 04, 2011, 08:51:33 am
I have a solution. Delete blood.
delete blood but keep the "head" section vital? it has to be silly how vital the headshot is, because it'd be invincible otherwise, with nopain and all
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on December 07, 2011, 10:41:31 am
NEXT UPDATE:
Magitek armour.
Artifact system for the Al-Bhed.
Mognet now having a chance of useful items through the 'mail.'
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on December 13, 2011, 10:47:49 am
Sorry if I haven't updated much, but I'm currently playing minecraft and balancing mods on it, and of course real life has caught me up. I'm working as fast as possible to get the next update up.

NEXT UPDATE:
Yet more encounters!
Salvaged Magitek Armor, a megabeast.
Empire Civiliziation.
Certain problems in the entities fixed.
'nothings' fixed.
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on December 14, 2011, 02:09:21 am
No worries. Some of the best stuff comes when time is well spent on it. Like DF for example.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on December 30, 2011, 07:12:25 pm
This mod isnt dead. Not yet. While I work on certain aspects of the mod that need tweaking, can somebody see if they can get someone to make a tileset for this? Anyway, new features included in progress:
Fixed some BPs.


That's about it, but stay tuned for more!
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on December 30, 2011, 07:18:12 pm
Can I make a suggestion?

I saw your poll about Gil, you should add a marketplace/trading hall workshop that accepts Gil for items, anything from food - weapons/metal. It would be a cool concept I'd say.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on December 30, 2011, 07:29:31 pm
Good point. Added. :P
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on January 02, 2012, 09:38:55 pm
This is a shameless bump, But a shameless bump with purpose.

Could the OP be more informative :P
Also is there a planned features list that I can see and hunger for :P

EDIT:
Huge fan of FF7, FF8, and FFX

EDIT2:
Also interested in how you got a loot system working :P
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on January 03, 2012, 01:02:04 am
Also is there a planned features list that I can see and hunger for :P
Actually, I wouldn't mind that either, if that isn't too much trouble. I'll see what other ideas I can cook up.

On the bright side, I've recently found an opportunity to get around to hooking up my old consoles (PS2 and classic XBOX) and playing a few games on them again. Among the list are FFX, FFX-2, and FFXII. So I'll see what stuff I can think up for use.

A few that creeped back into mind:
-Shoopufs (big water elephant things) and the race that use them for transport
-Temple spheres (Besaid, Kilika, Djose, etc.), each with their own special property
 -Primarily for adventurer use, since they're elemental spheres. Great for use in temples if anyone crafts any, and their respective platforms with the right trigger mechanisms linked. Additional support from Toady may be needed here in a future update. I loved the puzzles in the Cloisters of Trial throughout FFX, and I think it would work great for adventure map makers. Just ensure spheres don't come out of the pedestals when you abandon fort.
 -Alternatively, they can have a mild magical quality with them (future release of DF may be needed here), especially if lightning is added.
-Urutan-Yensa race. A desert humanoid bug like race from FFXII. Think of them like insect Kobolds.

EDIT:
AN AMBUSH!!! CURSE THEM!!! (http://youtu.be/sLip43MxS-s)
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on January 03, 2012, 03:25:39 am
The loot system was implemented using ITEMCORPSE.

And, yes, there will be more info on the OP, I just haven't gotten enough time to type out the whole damn thing.

And, yes, everything that itnetlolor just suggested, except spheres will go through quality testing (aka added.)
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on January 03, 2012, 11:19:30 am
COMMON_DOMESTIC pets and warbeasts for the Al-Bhed that are restricted to the Al-Bhed's Biome (and have NO_(season names) so they don't show in wild during play) so basically the little machines they fix-up
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on January 03, 2012, 05:57:34 pm
Except I have no idea how to restrict animals to a certain civ. One civ has it, most likely everyone else will or can.
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on January 03, 2012, 06:12:31 pm
Except I have no idea how to restrict animals to a certain civ. One civ has it, most likely everyone else will or can.
As restricting a Creature to a certain civ is easy: Example

If the Al-Bhed live in the desert, give the creature the BIOME of desert COMMON_DOMESTIC and PET also add NO_SPRING, NO_SUMMER, NO_AUTUM, NO_WINTER so they don't acaully show up

Now any civ that lives or their home overlaps on desert biome will have access to these creatures

I had thought of doing this in 40d but the NO_(season) tags had escaped my mind at that time so I couldn't get what I wanted (restricted creatures to a civ but not show up roaming)

Until Meph mastered it.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on January 03, 2012, 06:14:14 pm
Ah. I knew it had something to do with that.

The construction of the next update is going smoothly. Also, I'll update the OP when I return home.
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on January 03, 2012, 06:16:16 pm
Ah. I knew it had something to do with that.

The construction of the next update is going smoothly. Also, I'll update the OP when I return home.
Exellent lol
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on January 08, 2012, 12:21:40 pm
Any luck with the next update?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on January 08, 2012, 12:23:31 pm
Nope. Cant update today.
Title: Re: Final Fantasy Mod
Post by: Guylock on January 12, 2012, 10:20:13 pm
Ello, back again; was gonna ask if there was magic in the game till I read through the whole thread.

So I noticed sum things are missing that I could suggest and so I will...

- Lunarians civ? ff4 idea.
- Giant of Babel.
- Fiends from FF1 (Lich, Kary, Kraken and Tiamat, not sure if this was added though) >.>

I haven't played this mod yet, but I'm about to right now.
*goes and downloads it*

I look foreward to more content onto this game, just makes things VERY interesting. :P




Title: Re: Final Fantasy Mod
Post by: ShadowBroker on January 13, 2012, 01:14:39 am
Ello, back again; was gonna ask if there was magic in the game till I read through the whole thread.

So I noticed sum things are missing that I could suggest and so I will...

- Lunarians civ? ff4 idea.
- Giant of Babel.
- Fiends from FF1 (Lich, Kary, Kraken and Tiamat, not sure if this was added though) >.>

I haven't played this mod yet, but I'm about to right now.
*goes and downloads it*

I look foreward to more content onto this game, just makes things VERY interesting. :P
giant of babel is pretty much as game breaking as sin, as far as this mod would go. just a stupid big humanoid

and what would the lunarian civ entail? having white hair? or...they would live in mountainous regions and mostly trade in gems. had a palace made of em they had so many gms
Title: Re: Final Fantasy Mod
Post by: Guylock on January 13, 2012, 01:57:40 am
Usually pale skin, sometimes has platinum blond or white hair.
If corrupted... probably have purple skin and maybe monstrous looking.
Zemus was an example of that.

The evil ones just plain kill and cause chaos.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on January 13, 2012, 02:51:42 am
Wont be updating for a while, I'm afraid.
Title: Re: Final Fantasy Mod
Post by: Guylock on January 13, 2012, 03:12:17 am
Ok, thanks for letting me know.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on January 13, 2012, 10:43:28 am
I'm waiting for the new version to give me toys to play with. :D
Title: Re: Final Fantasy Mod
Post by: Guylock on January 13, 2012, 12:27:55 pm
yea; I look forward to that. :O
Title: Re: Final Fantasy Mod
Post by: Alternatecash on January 13, 2012, 10:54:43 pm
Keeping an eye on this, waiting for the next version.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on February 10, 2012, 10:43:10 am
Might be an update just before the new version. I'll be adding in the beginnings of a new civ..
Title: Re: Final Fantasy Mod
Post by: Guylock on February 10, 2012, 03:54:43 pm
Woot! awesome! :O
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on February 14, 2012, 12:18:56 pm
Praise the holy Toad!

This mod will be updated for 34.01,with MOAR MAGIK!
Title: Re: Final Fantasy Mod
Post by: Itnetlolor on February 14, 2012, 01:11:13 pm
With the ability to learn from other creatures and such now (I think I read that update correctly), do I sense Blue Magic spellsets?

Fuck yeah! Now I want to make a Strago, Gau, or Kimahri character once this gets implemented.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on February 15, 2012, 05:43:07 am
Polls up, however, I will not be able to update regularly due to a slight technical difficulty, namely my internet access being cut off until March.
Title: Re: Final Fantasy Mod
Post by: Guylock on February 15, 2012, 06:06:04 pm
Do I want Magic? HELL FUCK YESS!!
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on February 15, 2012, 10:02:13 pm
seeing as how you have limited internet access i dont expect you to read this, but looking through the entity files show that the moogles dont have the reaction to make the new metals permitted n_n; if one would like to make use of these reactions for moogles and your own groups please use:

[PERMITTED_REACTION:MAGICITE_BARS]
[PERMITTED_REACTION:NETHICITE BARS]
[PERMITTED_REACTION:AURACITE_BARS]

if there are discrepancies please feel free to bite my head off :P, as this is my first time doing such a thing
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on March 17, 2012, 01:18:27 pm
I have returned. Prepare to be asploded from severe awesomeness.
Title: Re: Final Fantasy Mod
Post by: Guylock on March 17, 2012, 06:36:15 pm
Cool beans.

I wonder what you added to the next update. :3
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 03, 2012, 12:07:53 pm
Right guys, I assume you think this was never goign to be updated, but I've had to push it back due to a LOT of real-life issues. Also, in the mean time, feel free to take up the mantle of creating this mod.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 03, 2012, 12:24:50 pm
With the ability to learn from other creatures and such now (I think I read that update correctly), do I sense Blue Magic spellsets?

Fuck yeah! Now I want to make a Strago, Gau, or Kimahri character once this gets implemented.

That's odd I've been able to give interactions like the basalisks stare through a syndrome since df_34_01_win.  That's pretty much how vampirism and were-curses are spread.  I got sidetracked for a while trying to banish undead, and have been updating to newer versions, but I'm pretty sure any interaction could've been given through a syndrome all along.  A bug is that creatures try to attack with these syndromes, giving them to any creature they come across, which is good for vampire/werebeast/zombie apocalypses.

EDIT:

I should really look at dates, or browse a little further back.  I see now that you were talking about 34_01.

Well here's a death spell and an interaction to learn it,  The basalisk creature itself I posted in the spellbook thread, the only change I made to it since was to give it a transfer interaction:

[INTERACTION:SPECIAL_DEATH_CURSE_1]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IT_MANUAL_INPUT:victim]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Paralysed]
      [SYNDROME]
         [SYN_NAME:basalisk stare]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:BASALISK:ALL]   [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:30]
            [CDI:WAIT_PERIOD:30]

[INTERACTION:MIRROR_TRANSFER]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IE_IMMEDIATE]
   [I_TARGET:B:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IT_MANUAL_INPUT:victim]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Blue Mage]
      [SYNDROME]
         [SYN_NAME:basalisk stare]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:BASALISK:ALL]   [CE_PARALYSIS :SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:30]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Stare]
            [CDI:INTERACTION:SPECIAL_DEATH_CURSE_1]
            [CDI:VERB:stare:stares:eyes lock]
            [CDI:TARGET:A:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:A:25]
            [CDI:USAGE_HINT:MAJOR_CURSE]
            [CDI:MAX_TARGET_NUMBER:A:1]
            [CDI:TARGET_VERB:turning stiff:turns stiff]
            [CDI:WAIT_PERIOD:30]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Sees Reflection]
            [CDI:INTERACTION:MIRROR_TRANSFER]
            [CDI:USAGE_HINT:FLEEING]
            [CDI:VERB:sees reflection and :sees reflections and :NA]
            [CDI:TARGET:A:SELF_ONLY]
            [CDI:TARGET_VERB:is turning stiff:turns stiff]
            [CDI:TARGET:B:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:A:25]
            [CDI:USAGE_HINT:MAJOR_CURSE]
            [CDI:MAX_TARGET_NUMBER:A:1]
            [CDI:WAIT_PERIOD:20]
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 03, 2012, 02:25:06 pm
I could use a modder who knows the new system. Mind helping me out a bit? I'm a bit rusty at modding, considering my last attempt was about 5 months back.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 03, 2012, 03:43:49 pm
I don't mind helping,  I had planned on making more blue magic interactions anyways.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 03, 2012, 07:45:40 pm
and as always, i will be availabe for testing and general troubleshooting. or at the very least, brainstorming
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 04, 2012, 02:52:01 am
So you're doing an FF mod?  I was starting to make one, but I'm not going to finish.  I made some creatures though.  You can have them, modify them or whatever you feel like :)

Adamantoise has a shell of pure adamantine, which it can pull itself inside to make itself essentially indestructible.  It's also fairly big.  However, if you swarm it, it tends to die before it thinks of withdrawing.  It is also highly vulnerable to cold temperatures.  Naturally, its shell is highly valuable.
Spoiler (click to show/hide)

Ahriman can stun its enemies, but isn't particularly tough if you attack it in a group.  However, its most unique property is its ability to inflict Doom, which will cause its victim to drop dead of suffocation after exactly one in-game year.  If it had managed to invade your fortress and affect a lot of victims, this is sure to lead to quite a bit of Fun.  Fortunately you have plenty of time to prepare coffins and isolate the victims - it also gives you some guilt-free fodder for suicide missions.  Well, almost guilt-free, because about one-tenth of its victims will survive.  Of course, these will very likely go insane after watching their friends all drop dead at the same time.
Spoiler (click to show/hide)

And finally, the malboro - very avatar of filth, designed specifically to create unhappy thoughts.  Its breath contains multiple symptoms, it spits acidic gastric juice, its blood and the rest of its bodily fluids generate miasma while rotting, and although genderless, it is capable of reproducing by infecting other creatures with its spores (as per FFTA, I believe) or, since in the current version of DF you can't produce functional vermin eggs, by contaminating the water supply.  Also, it can't be tamed, and will mindlessly attack any nearby creatures.  However, it has a secret - its heart, when eaten, renders the eater temporarily immune to most status ailments, which makes it both useful in Adventure mode and a highly valuable trade good in Fortress mode (this is based on the tendency of malboros to drop Remedies in the FF series).  Infection-based malboro farming, anyone?
Spoiler (click to show/hide)

**UPDATE: The malboro transformations are... odd.  Seems that materials aren't transferred properly for body transformations as far as butchering is concerned and you end up with things like frozen blood, egg yolk, or edible soap instead of heart tissue.  I know that at least some materials are transferred properly, since they act fine while alive, so there should be some way of getting it to work...
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 04, 2012, 10:13:34 am
Great! I'm working on a VERY extensive magic system right now,so it would help if creature modding could be relegated to someone else. Right now summons are on the list after magic, but I might release some of the easier ones like Carbuncle or Phoenix earlier.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 04, 2012, 11:38:32 am
once you get the magic reactions down, we can work on different races and entities, off the top of my head:
taru taru>XI
black mages>various, notably IX
annnd...frankly, there are a lot of different races to work with, so potentially a lot of different civilizations making a very crowded map
since we're drawing from a bunch of different games, how would we go about it? i know moogles are always a given
but we have to take into account all of the different races from IX and XII
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 04, 2012, 10:15:47 pm
Those are really good creatures!

I've researched final fantasy blue magic and bestiary, and in ffix Quina Quen eats enemies to gain there spells.  I think that putting a syndrome on the creatures meat that gives the interactions would be more fitting than having it give the interaction to everbody it targets.  The loot system can still be implemented with the EBO tags.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 04, 2012, 10:22:05 pm
*snip*
I've researched final fantasy blue magic and bestiary, and in ffix Quina Quen eats enemies to gain there spells.  I think that putting a syndrome on the creatures meat that gives the interactions would be more fitting than having it give the interaction to everbody it targets.

what i would do, in that case, would make quina's race a civ, and every animal that produces a blue magic effect be exclusive for only that civ, so you would have to luck out in a caravan to get blue magic mystery meat(tm)
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 04, 2012, 10:48:13 pm
Oops I forgot all about civs having access to all types of meats.  Even though I just changed my embark profile to use a single meat from as many 2 point creatures as I could afford.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 04, 2012, 11:03:29 pm
as long as you make them only accessable to that civ, im sure they will be the only ones butchering them. you dont get troll fur cloaks from elves now, do ya? also? trading with goblins? best chice, total bro tier, those green guys
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 05, 2012, 03:22:47 pm
In addition to the various races, there are a number of FF 'creatures' that traditionally wear clothing or carry weapons, and DF would require those to be civs.  Tonberries, for instance... They're pretty iconic to the series, and they wouldn't be the same without their knives and cloaks.  Maybe as a hidden underground civ, like the beastmen in vanilla DF?
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 05, 2012, 03:27:08 pm
look in the raws, we have them, cactuars, moogles, and cait siths. im pretty sure you can only trade with moogles and cait siths. there are also feral variants of the cactuars and tonberrys that will mess. your. shit. up
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 05, 2012, 04:58:37 pm
I'll check it out.  I had an idea of how to incorporate the Tonberries' 'get stronger as you attack enemies' mechanic, we'll see how that one goes.

I modified Malboro a bit.  The valuable 'Remedy' is their heart now, so you can make use of it in Fortress mode.  The rest is inedible, miasma-generating refuse, though.  Material/pet/trading values probably need adjustment.  (By the way, civilized creatures will happily butcher and consume former civ-members-turned Malboros, at least in the Arena.  This could be an interesting means of getting rid of annoying nobles...)
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 05, 2012, 05:04:09 pm
(double post)
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 07, 2012, 09:50:56 am
Hm. I might nerf the ferals a bit more, they managed to take on my test army of completely invulnerable creatures and cause a draw. As for magic, well...can someone direct me to a useful modding guide?
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on May 07, 2012, 10:12:09 am
Hm. I might nerf the ferals a bit more, they managed to take on my test army of completely invulnerable creatures and cause a draw. As for magic, well...can someone direct me to a useful modding guide?
I thought magic would be confusing too, but once you get a look at all the tags. And fiddle with them a bit, It's easy to understand. I'm still messing around with how to figure out how to get a MATERIAL_EMISSION to use two different materials (Lead Bullet, Smoke gas trail)

I just looked at the vanllia interactions, the example interactions, and a few in the spellbook.

Interactions in their own file is where you define the core TARGETs what is the SOURCE and EFFECTs Here is a very simple one I made for a "buckshot" effect:
Spoiler (click to show/hide)

[I_TARGET:B:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION] <-- this to me might just force the location to the standing tile.

And a "apply effect to:" interaction:
Spoiler (click to show/hide)
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 07, 2012, 11:34:02 am
Thaaanks. I'll be hammering the magic system out asap. Don't expect a release in the next week, seeing as I have to revamp THE ENTIRE LIBRARY OF SUMMON MAGIC.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 07, 2012, 04:22:15 pm
I know you already made these creatures, but perhaps you might like to take parts of these designs for the update nonetheless.

Tonberries already tough for their size, but their attack power is modified based on two variables: whether or not they have recently been injured, and whether or not their opponent has ever been near an injured Tonberry.  It isn't hard to run away from them, but if you make a habit of killing them, they will become far more dangerous.
Spoiler (click to show/hide)

Cactuars are small and weak physically, but quick and experts at dodging attacks.  They also have a tendency to flee if they are losing a fight.  While in combat, they will use their projectile '1000 Needles' attack, which behaves like a physical attack in that it causes pain and bleeding, but ignores any defenses the targeted creature may have.  It will take out small creatures in a single shot and creatures like dwarves and humans in a few hits.  Larger creatures like cows last longer, but can still be worn down if you let them.  Their materials are highly valuable in trade.
Spoiler (click to show/hide)

Also updated Phoenix to work in the new version.  Also added the ability to revive fallen creatures surrounding it.  It will do this automatically to everyone, whether ally, enemy, or neutral, so phoenix fights tend to go on pretty much forever... but hopefully you're making a plan for the summons besides having them be megabeasts, right?
Spoiler (click to show/hide)
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 08, 2012, 10:55:25 am
as long as you make them only accessable to that civ, im sure they will be the only ones butchering them. you dont get troll fur cloaks from elves now, do ya? also? trading with goblins? best chice, total bro tier, those green guys

That is a good Idea, but I want the Qu to gain blue magic from the same ff creatures the game currently uses.  I figure adding [AFFECTED_CREATURE:FFMOD_QU] to the syndromes might work as well.

Does making Qu GOBBLES_VERMIN:TOAD have any unfortunate side effects?  I'm not adverse to testing it on a couple of worlds, but if anyone already knows about any problems it would help.

Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 08, 2012, 11:41:17 am
*snip*
I've researched final fantasy blue magic and bestiary, and in ffix Quina Quen eats enemies to gain there spells.  I think that putting a syndrome on the creatures meat that gives the interactions would be more fitting than having it give the interaction to everbody it targets.

what i would do, in that case, would make quina's race a civ, and every animal that produces a blue magic effect be exclusive for only that civ, so you would have to luck out in a caravan to get blue magic mystery meat(tm)

For the sake of accuracy, I should point out that the 'eat enemy to gain spells' is never really implied to be a common ability of the Qu so much as a rare alternate form of the more typical Blue Magic that other races can learn.  Since the 'get hit by spell to learn spell' method has more precedence throughout the series, that's probably the way to go.

On the other hand, why not do both?  It isn't too difficult to add a Blue Mage interaction to every blue magic type spell - a bit tedious if you don't do it from the start, but it's mostly copy-paste.  If you make a list of blue magic interactions, you can then give them to whatever creatures you want.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 08, 2012, 12:23:59 pm
*snip*
I've researched final fantasy blue magic and bestiary, and in ffix Quina Quen eats enemies to gain there spells.  I think that putting a syndrome on the creatures meat that gives the interactions would be more fitting than having it give the interaction to everbody it targets.

what i would do, in that case, would make quina's race a civ, and every animal that produces a blue magic effect be exclusive for only that civ, so you would have to luck out in a caravan to get blue magic mystery meat(tm)

For the sake of accuracy, I should point out that the 'eat enemy to gain spells' is never really implied to be a common ability of the Qu so much as a rare alternate form of the more typical Blue Magic that other races can learn.  Since the 'get hit by spell to learn spell' method has more precedence throughout the series, that's probably the way to go.

On the other hand, why not do both?  It isn't too difficult to add a Blue Mage interaction to every blue magic type spell - a bit tedious if you don't do it from the start, but it's mostly copy-paste.  If you make a list of blue magic interactions, you can then give them to whatever creatures you want.

It is a very good your suggestion that you put both on every creature, I have done the Blue Mage gets hit by a spell interaction.  I had it set so that getting hit by a weaker version of the spell makes you a blue mage, which the creature prefers to use the weaker spell(probably because the interaction never ends),  and it gives the ability to every creature it attacks as well.

Looking at ways to make a blue mage the only ones to receive a spell(and at possible origins for the blue mage) I came across entries for the qu, and thought that might be an interesting test subject as well as recruit in adventure mode.(I did play FFIX, but didn't think of the qu when I first started doing blue magic.)  I also saw the tapping the magic potential in monsters and places in FFVIII.

Currently though I've seen other modders make syndromes that only affect a certain class, and that these classes are added to creatures by syndromes.  It may even be possible to make the same interaction give similar syndromes to both Qu, and other blue mages,  it would change the way the Qu get the interaction, but eating enemy meat after a battle isn't actually the way it worked in FFIX either.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 08, 2012, 12:57:08 pm
Yes, I do plan to somehow have the summons summonable. That means it will be possible to summon Sin, although seeing as I will make him hostile to EVERYTHING THAT MOVES, it may not be such a good idea.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 08, 2012, 01:37:56 pm
Yes, I do plan to somehow have the summons summonable. That means it will be possible to summon Sin, although seeing as I will make him hostile to EVERYTHING THAT MOVES, it may not be such a good idea.

Ha!  Now there's a good idea!  Although I'm not exactly sure how you'd pull it off.  To the best of my knowledge, you can't create living creatures without another living creature.  Doesn't mean there isn't a way, though...

Anyway, I was trying to make a working Blue Mage class.  Turns out it's not that simple for a number of reasons, mainly because for no good reason there is no way to make a syndrome REQUIRE a certain syndrome effect beforehand, only forbid it.  Silly... BUT there is a way, although it's a bit of a workaround.  There's a tag called [SUPERNATURAL] that doesn't seem to do anything, and no creature in Vanilla actually has.  If a Blue Mage can be considered SUPERNATURAL, and no other creature has that tag, it is possible to use the SUPERNATURAL tag as shorthand for 'is a blue mage', enabling them to learn abilities.

I made a test for this, using the Malboro's Bad Breath.  It works (although the Blue Mage is not immune to his own attack, so using it might not be a good idea.  That won't be a problem for non-material interactions, though.)

Spoiler (click to show/hide)

You can use the same principle to make other learnable abilities, just replace the relevant parts of the interactions.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 08, 2012, 09:19:50 pm
just like to say, i am loving the hell out of this mod
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 08, 2012, 11:07:47 pm
Quote
You can use the same principle to make other learnable abilities, just replace the relevant parts of the interactions.

I've changed my basalisk stare to be more in line with your blue magic,  I tweaked your Blue mage secret by giving it a syndrome class so that the basalisks stare would be less deadly to a blue mage.
         [SYN_CLASS:BLUE_MAGIC] right after syndrome

Death Curse 1 interaction, since the spell in Final Fantasy is either Doom or Death
Spoiler (click to show/hide)

And Mirror Transfer which could be called learn Death Curse instead
Spoiler (click to show/hide)

Quote
I made a test for this, using the Malboro's Bad Breath.  It works (although the Blue Mage is not immune to his own attack, so using it might not be a good idea.  That won't be a problem for non-material interactions, though.)

I did not find a marlboro in this Final Fantasy Mod, but I borrowed one from another mod and stuck your interaction in it works very well for blue mages and Qu's.  A previous poster also gave the phoenix Life,  I think someone found a way to limit healing spam using tags.

In addition to Supernatural there are [MAGICAL] and [MUNDANE] tags that seem to not be used.

EDIT--
The Qu has Supernatural as one of it's tags, the malboro and it are trading bad breath back and forth.  Neither One's going down.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 09, 2012, 09:36:59 am
Solution: Throw in Doomtrain.
Also, thanks for the suggestions and support! I haven't modded in a while so you guys really help. At the moment I have half the summons fixed, and I'll be considering creating a useless creature specifically for fortress mages.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 10, 2012, 12:52:05 am
Solution: Throw in Doomtrain.
Also, thanks for the suggestions and support! I haven't modded in a while so you guys really help. At the moment I have half the summons fixed, and I'll be considering creating a useless creature specifically for fortress mages.

I couldn't I looked at marlboro's description and the game crashed, that'll teach me to "borrow" without looking for all the interconnected peices.  However the Qu work fine, and I just need to give them a frghammer ability, which I think actually needs to be in the frog raws.

for creature_ffmod_civs
Spoiler (click to show/hide)

interaction_ffmod_civs this is to make them able to breed in fortress mode, they don't seem to need it in worldgen
Spoiler (click to show/hide)

for lanquages_QU I have some puns like "vivi" means meal And I hope it fits...
 ...nope too big

Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 10, 2012, 01:08:28 am
...not even by itself so...
http://dffd.wimbli.com/file.php?id=6283 (http://dffd.wimbli.com/file.php?id=6283)

for entity_ffmod_civs
Spoiler (click to show/hide)

for item_armor_ffmod
Spoiler (click to show/hide)

for item_gloves_ffmod
Spoiler (click to show/hide)

for item_helm_ffmod
Spoiler (click to show/hide)

for item_pants_ffmod
Spoiler (click to show/hide)

for item_shield_ffmod
Spoiler (click to show/hide)

for item_weapon_ffmod
Spoiler (click to show/hide)

I've genned a world adventured as a Qu named Quina QuinQeun Quale Quan  Eaten Hungerstarve the Cook of Gorges.  I've completed my first quest killing a lesser catobeplas with my copper fork which may be overpowered.  I picked up a sword from where I slew him and reported his death.
Title: Re: Final Fantasy Mod
Post by: Trapezohedron on May 10, 2012, 01:14:54 am
If it's too big, post it on Pastebin or Dropbox, then link it back here.

And yeah, they look awesome, though I don't understand why NOT_BUTCHERABLE on the interaction is needed.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 10, 2012, 01:29:08 am
85% of the Qu are genderless as in final fantasy, 14% are born female and 1 % are born male.  I use the evolution and lock interactions so that Qu can breed in fortress mode.  The female Qu can become male through the evolution interaction, and they all will if not stopped.  The lock interaction is the way of telling the fort you have a male now stop evolving.  It's like a cross between frogs and naked mole rats.

I picked Not Butcherable to be the tag that tells the evolve interaction to stop because it doesn't make a difference since you can't butcher your own civ members anyways.

I found out after adventuring that i accidently generated that world with a version of the Qu that have [GOBBLE_VERMIN_CREATURE:TOAD:DEFAULT] instead of the GOBBLE_VERMIN_CREATURE:TOAD:FEMALE/MALE versions.  I had already made the changes, but sometimes I change the wrong file.  So I'm not entirely sure they wont still starve, but they didn't with a taste for a caste that didn't exist.

I'm working on Golden Frogs to give the Froghammer Interaction to the Qu,  I think I'll give them GOBBLE_VERMIN_CREATURE:FROG_GOLDEN:FEMALE/MALE so that the male frog eats other male frogs and the female eats females(If it works) to see if it works.

FFIX has another vermin the Oglock which would be VERMIN_HATEABLE.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 10, 2012, 11:32:14 am
Hm, I think I'll be relying on you guys for some of the more complicated bits. I myself have only played up to FFX, and in those I only played 5 of them to the end. The rest I'm using wikis and such. Thanks for the support!

Also, on the mod, it should be out by next Friday. If not, it will be out on the Friday after, since I have a trip to worry about.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 10, 2012, 04:02:52 pm
Made some more Blue Magic spells, as well as Azulmagia, a creature to test them out and a place to put the spell references for copy-pasting them into other creatures.  When CPU controlled, they tend to kill themselves, since any material-based attacks will usually be more dangerous to the caster than the recipient.

Goblin Punch: Short-range attack that generally causes minor bruising, but has a small (random) chance of dealing heavy bleeding damage.  It has a very short cooldown period and can be used as frequently as a physical attack.
Flamethrower: Regular fire breath.  The CPU tends to kill itself with it, but it's mostly safe if you walk backwards while using it.
Bad Breath: Malboro's signature attack, causes multiple symptoms.  Fairly pointless for a blue mage, since it hits the caster more frequently than the opponent.
1000 Needles: Cactuar's signature attack, causes short-term heavy bleeding to simulate a defense-ignoring physical attack.  Same problem as Bad Breath.
Frog Song: Turns multiple opponents into toads for a short period of time.  Totally overpowered and unfair, although the target does benefit from a full-heal if they somehow manage to survive until the spell ends.
Blaster: Coerl's signature attack, not sure if it should be a direct interaction or a material attack, but made it a direct interaction for now.  Stuns a target for a short time, and has a small chance of causing full-body paralysis and death by suffocation.
Doom: Ahriman's signature attack, has no effect until exactly one year after the spell was cast, at which point the target's lungs stop working and they die of suffocation.  Since it was originally designed to make for an interesting fortress experience, it's kind of pointless in ordinary combat due to the long time span (not to mention that in order to learn the attack, the target must have been hit by it.)

Out of curiosity, what will be this mod's standpoint on death?  Will it have the casual, easily-killed and easily-revived approach taken by the Final Fantasy series as a whole (disregarding the occasional 'plotline death', or will it have the dwarfier 'dead is dead' mechanic?

Incidentially, it is possible to make different levels of 'deadness'.  For instance, using a simple 'Resurrection' interaction with no modifications will fix a character who died of suffocation (by strangling, drowning or the Doom spell, for instance), but an extra boost is needed for someone who died of blood loss (they need a moment with their 'HAS_BLOOD' tag removed to begin 'regenerating' their blood), and if their vital organs (such as their brain or lungs) are damaged, they will need extra time of being magically sustained with boosted Recuperation ability in order to restore these parts without dropping dead again.  A character who has been torn in half or decapitated cannot be resurrected by normal methods (although there may be ways of getting around this).  In this way, it is possible to differentiate between a character who is 'dead but revivable' and 'really dead'.

Spoiler (click to show/hide)
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 10, 2012, 05:59:44 pm
Very good work on those interactions!

For Doom you could make it where the blue mage gets hit by a weaker version of the spell while still learning it.  I did this when I changed my death curse to use your blue mage secret instead of just giving the blue mage ability to anyone.  It requires one alteration to your secret, A SYNDROME_CLASS that prevents the original Death Curse from affecting the blue mage, and a second weaker Death Curse syndrome in the interaction that allows them to learn Death Curse,

As to how much Life should work in the game, the Phoenix summons Life should completely heal a character in addition to bringing them back to life.  It should be really rare and hard to aquire.  The phoenix should only cast it on friendly corpses instead of all of them.  A blue mage should have to be killed on a battlefield while Phoenix is summoned to learn it.

Autolife might can be done with a timed syndrome.  I've been working on that for adventure mode, haven't got a chance to test it out yet.  Anything that kills me usually ambushes me.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 10, 2012, 11:05:14 pm
Hm, I think I'll be relying on you guys for some of the more complicated bits. I myself have only played up to FFX, and in those I only played 5 of them to the end. The rest I'm using wikis and such. Thanks for the support!

Also, on the mod, it should be out by next Friday. If not, it will be out on the Friday after, since I have a trip to worry about.

its ok. i feel completly out of place. ive played just about every FF sans 1,2,and 3, but have never beaten one
also, since i was never a modder, and know nothing about the new magic system, i am a fish out of water now....
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 11, 2012, 03:02:50 am
Hm, I think I'll be relying on you guys for some of the more complicated bits. I myself have only played up to FFX, and in those I only played 5 of them to the end. The rest I'm using wikis and such. Thanks for the support!

Also, on the mod, it should be out by next Friday. If not, it will be out on the Friday after, since I have a trip to worry about.

its ok. i feel completly out of place. ive played just about every FF sans 1,2,and 3, but have never beaten one
also, since i was never a modder, and know nothing about the new magic system, i am a fish out of water now....

Finished 5, 6, and FFTA, and saw bits of 7 and 10.  So yeah... I do tend to be pretty thorough in my wiki-based research though.

As for the whole 'life and death' issue, perhaps there could be 2 different levels.  Life 1 could be a simple 'revive' that fixes up creatures that have died of suffocation, drowning, starvation, etc. (Doom spell victims could be fixed with this - if Life is a fairly common spell, the Doom spell could take a much shorter time without breaking the game, and it would be much less sacrificial for a Blue Mage to learn it), while Life 2 could be a higher-level function that adds on 'blood recovery' as well, for creatures that had suffered more violent deaths.  Phoenix should probably have an additional healing boost for damaged vital organs, since it's implied (at least in FF6) that it has some capability to revive people who have died 'plotline deaths' (although not all of them, apparently).

BTW, I'm pretty sure that none of the Life spells are considered Blue Magic, so a blue mage wouldn't be able to learn them one way or another.

Has anyone done any experimenting with the effects of resurrection in Fortress Mode?  I'm pretty sure that witnessing death will cause bad thoughts that are not cancelled out by the revival of the dead creature.  Even with casual resurrection included, having your characters die too often could still lead to a tantrum spiral.  Also, if a single creature kills the same victim over and over, these will be considered separate killings with regards to acquiring names and boasting and the like.  Oh, and dying in Adventure Mode is still considered 'Game Over', even if your body is revived on the next frame.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 11, 2012, 09:17:50 am
The mod's standpoint on death will follow the FF route.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 13, 2012, 03:02:00 pm
Okay I figured out a third option for the Qu's blue magic other than being supernatural or making meat carry an igestible syndrome.  It is to actually implement an "Eat" command, even though it doesn't eat the enemy, renaming it perhaps.

It works by adding the ingestible tags from the clean command to an attack interaction and having the monsters excrete a substance that has the ingestible syndrome on it like the meat idea from earlier.  I'm currently calling it "lick", and having the Qu's lick syndrome inducing toads in the arena.

I haven't brooke out my Final Fantasy IX disk in a while, so is Eat in the battle menu, or a specific attack?  If it's in the battle menu I should leave it as a natural ability,  but if it's an attack I know of a way to make an interaction part of an attack.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 13, 2012, 03:30:44 pm
Okay I figured out a third option for the Qu's blue magic other than being supernatural or making meat carry an igestible syndrome.  It is to actually implement an "Eat" command, even though it doesn't eat the enemy, renaming it perhaps.

It works by adding the ingestible tags from the clean command to an attack interaction and having the monsters excrete a substance that has the ingestible syndrome on it like the meat idea from earlier.  I'm currently calling it "lick", and having the Qu's lick syndrome inducing toads in the arena.

I haven't brooke out my Final Fantasy IX disk in a while, so is Eat in the battle menu, or a specific attack?  If it's in the battle menu I should leave it as a natural ability,  but if it's an attack I know of a way to make an interaction part of an attack.

Eh, I liked the syndrome meat idea better.  Aren't the Qu supposed to be a gourmet-loving race (or at least Quina's particular school of philosophy), out on a mission to sample the taste of every creature?  Besides, having creatures secrete stuff while alive will interfere with any interactions that involve them getting coated in particular substances.  For instance, you can give some creatures 'desperation' attacks by adding a self-affecting syndrome to their blood (this method can also be used to signal healers).  Also it would look weird to have every single blue-magic creature coated in some kind of liquid when they clearly aren't slimy.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 13, 2012, 03:33:13 pm
It's in the battle menu.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 13, 2012, 06:23:19 pm
Thanks both of you.  I was doing some more research on the frog drop attack and found that it is actually learned by eating a Gigan Toad.  I couldn't find a Giant Toad in vanilla so I copied the Giant GTF, and changed the references to the GTF to the Toad.  Then I selected all material and added an ingested syndrome that causes Qu to learn Frog Drop, but should I add an interaction for regular blue mages, considering they don't gobble vermin?  Maybe Qu can be given a cook frogs reaction so that they can sell frog meat to adventurers?

EDIT-
Also I noticed that the Gigan Toad doesn't have Frog Drop as one of it's attacks.

ANOTHER EDIT-
As I was looking to integrate your materials, since the Gigan Toad is a Monster and has loot I noticed INK_TEMPLATE which surprised me because the vanilla also has that with the same name, and I've generated three worlds without the game scrambling civilizations on me.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 19, 2012, 08:15:02 pm
Eh, I liked the syndrome meat idea better.  Aren't the Qu supposed to be a gourmet-loving race (or at least Quina's particular school of philosophy), out on a mission to sample the taste of every creature?  Besides, having creatures secrete stuff while alive will interfere with any interactions that involve them getting coated in particular substances.  For instance, you can give some creatures 'desperation' attacks by adding a self-affecting syndrome to their blood (this method can also be used to signal healers).  Also it would look weird to have every single blue-magic creature coated in some kind of liquid when they clearly aren't slimy.

If I add the syndrome to blood, it works more like the "eat" command.  The monster is stabbed by a fork, then bleeds the syndrome ingestable blood.  The Qu uses the "Lick" command on the monster and is affected by the syndrome.  if I make "Lick" kill the monster it would work more like Final Fantasy.

Even though vermin can be gobbled by creatures with the right tags,  I currently haven't been able to gobble Golden Frogs as an adventurer.  So I gave them an itemcorpse of Meat, Local creature material, muscle.

Also genned the same world with the same settings in 34.08 that I genned before and the Qu Civ is extinct at the same time they were dominant before.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 20, 2012, 12:45:03 pm
Eh, I liked the syndrome meat idea better.  Aren't the Qu supposed to be a gourmet-loving race (or at least Quina's particular school of philosophy), out on a mission to sample the taste of every creature?  Besides, having creatures secrete stuff while alive will interfere with any interactions that involve them getting coated in particular substances.  For instance, you can give some creatures 'desperation' attacks by adding a self-affecting syndrome to their blood (this method can also be used to signal healers).  Also it would look weird to have every single blue-magic creature coated in some kind of liquid when they clearly aren't slimy.

If I add the syndrome to blood, it works more like the "eat" command.  The monster is stabbed by a fork, then bleeds the syndrome ingestable blood.  The Qu uses the "Lick" command on the monster and is affected by the syndrome.  if I make "Lick" kill the monster it would work more like Final Fantasy.

Even though vermin can be gobbled by creatures with the right tags,  I currently haven't been able to gobble Golden Frogs as an adventurer.  So I gave them an itemcorpse of Meat, Local creature material, muscle.

Also genned the same world with the same settings in 34.08 that I genned before and the Qu Civ is extinct at the same time they were dominant before.

Mm, blood is better, I guess, at least it wouldn't interfere with any other creature mechanics.  Though I'd still hesitate before turning a race known for eating everything they see into some kind of licky...vampire...thing.  Granted that you did use the 'eat' command in-battle as opposed to after it, but then in the FF series enemy creatures leave no corpse, so eating them after killing them wouldn't have been an option - while in DF, eating dead animals is just part of the game.  Meh, either way.

Have you checked if the itemcorpse idea works?  I'm not sure if adventurers can even kill vermin normally.  Maybe turning frogs into non-vermin creatures would be a better option, as appealing as it is to play as a race with GOBBLES_VERMIN, it might not work in adventure mode.  (Also, aren't the frogs that Qu eat really big?)

Which civs survive and which don't can vary significantly from world to world, especially if you generate a long history and play with a lot of different races at once.  I've seen worlds where even some of the default races die out after 200 years or so.  I'd say if you can get them to consistently survive the first hundred years, that probably qualifies them as being a viable race.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 21, 2012, 04:23:12 am
The Frogs with Frog Drop are a seperate creature with a regular frog caste and a golden frog caste,  I can remove the vermin tags from them and leave it on toads and green tree frogs, I actually took it off to test them in the arena anyways.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 29, 2012, 01:50:46 pm
I've had the Gigan Toad, and Golden Frog creatures mostly completed for some time now.  Complete with loot on the Gigan Toad(however it drops all the loot when butchered).  But Frog Drop is giving me a headache!  I have tried these methods...

  ...As an attack that applies an interaction, I can't lock the Qu from using it until it actually learns it(the advantage being it can be made stronger using IndigoFenix's Tonberry method).  I call this method Frog Hammer.
  ...As a pure learned interaction, I would need to make 99 stronger copies of it to make it level up with eating frogs(using the method from the pokemon mod) plus the interaction that keeps track of which Frog Drop to learn next.  the Drawback to that is the Qu would still know(and use) the less powerful versions of Frog Drop.  I call this Method Frog Smash.

Any Suggestions?  I add the syndromes for learning the interactions to all materials of the Gigan Toad at the end of the raws, since it copies tags from toad and applies creature variation giant.  Should I make it more independent?

Also I think Auto-Life will provide as much of a headache if not more, due to Resurrect being an I_EFFECT instead of a syndrome it probably won't delay the same way.  I looked through my Final Fantasy 8 strategy guide over the weekend, and Quistis Learns Blue Magic by eating items dropped by monsters, or refined from cards which can be won or refined from monsters.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on May 29, 2012, 02:55:43 pm
I've had the Gigan Toad, and Golden Frog creatures mostly completed for some time now.  Complete with loot on the Gigan Toad(however it drops all the loot when butchered).  But Frog Drop is giving me a headache!  I have tried these methods...

  ...As an attack that applies an interaction, I can't lock the Qu from using it until it actually learns it(the advantage being it can be made stronger using IndigoFenix's Tonberry method).  I call this method Frog Hammer.
  ...As a pure learned interaction, I would need to make 99 stronger copies of it to make it level up with eating frogs(using the method from the pokemon mod) plus the interaction that keeps track of which Frog Drop to learn next.  the Drawback to that is the Qu would still know(and use) the less powerful versions of Frog Drop.  I call this Method Frog Smash.

Any Suggestions?  I add the syndromes for learning the interactions to all materials of the Gigan Toad at the end of the raws, since it copies tags from toad and applies creature variation giant.  Should I make it more independent?

Also I think Auto-Life will provide as much of a headache if not more, due to Resurrect being an I_EFFECT instead of a syndrome it probably won't delay the same way.  I looked through my Final Fantasy 8 strategy guide over the weekend, and Quistis Learns Blue Magic by eating items dropped by monsters, or refined from cards which can be won or refined from monsters.

If you have a method that teaches a new attack every time it eats a new frog, perhaps make each attack have a long recharge and make it a free action.  That way, if they've eaten more frogs, they should unload all of their available frog-drops on a single enemy at once, and since they're technically separate attacks and separate syndromes, the effect should stack (I think).

I'm pretty sure auto-life as it's supposed to be is impossible.  The closest thing I could come up with was creating a new creature (those little cherub things) and giving it an interaction that revived another creature while killing itself.

On an unrelated note, I've finally figured out how to get malboro infection-farming to work (previously, converted creatures would drop random bits of their original materials when butchered).  The trick is to make its body entirely out of actual plants, and make those plants drop themselves as butcher objects.  I've removed the heart (I think coming up with a separate 'Remedy' plant and making malboros drop them as an extra butcher object would be a better idea), but the vines can be brewed into high-value malboro wine or woven into thread cloth that is about as strong as leather.  You can infect creatures by forcing them to drink water that has been contaminated by malboro spores.

Is there a way of making armor that causes a syndrome when worn?  Malboro vines are apparently used in the production of the status-effect-blocking Green Beret.

The malboro creature:
Spoiler (click to show/hide)

The malboro plants it is made of:
Spoiler (click to show/hide)
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on May 29, 2012, 04:52:57 pm
Thanks! That should do the trick!  Also the malboro is a very good idea.

Is there a way of making armor that causes a syndrome when worn?  Malboro vines are apparently used in the production of the status-effect-blocking Green Beret.

I think a contact syndrome [SYN_CONTACT] might work with clothes/armor/maybe even jewelry, if its the bottom layer, but I haven't tested it yet. it would be good for skills learned from weapons as well(If it works)  and summons from jewelry.

I haven't finished the interactions but this is currently the raws for golden frogs
Spoiler (click to show/hide)
And the Gigan Toad with EBO Loot
Spoiler (click to show/hide)
Those color stripes aren't vanilla they require this
Spoiler (click to show/hide)
Title: Re: Final Fantasy Mod
Post by: chewie on May 29, 2012, 05:22:53 pm
This needs gunblades. Stab, then shoot.

e: and bombers
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 31, 2012, 01:47:05 pm
i feel like such a slowpoke for this, but i never actually used any of the ores from the mod untill now, and didnt realize, while it appears in large clusters and is stupidly abundant, the ores are also tremendously heavy n_n; at least in the case of nethicite. also, did we establish the usefullness of them as a weapon/armor? like as far as tiers go, like above copper and steel but X
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on May 31, 2012, 02:39:51 pm
Sorry guys, but until further notice, development on this mod is suspended indefinitely. Maybe when I have more time I will return to DF modding , and this thread will remain open for ideas and general discussion, but I don't have the paitence or the time to continue.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on May 31, 2012, 02:49:22 pm
Sorry guys, but until further notice, development on this mod is suspended indefinitely. Maybe when I have more time I will return to DF modding , and this thread will remain open for ideas and general discussion, but I don't have the paitence or the time to continue.

i dont mean to be rude, but all of this magic work is being done rather independently, and one can just take the latest updated mod and just add any new things and redistribute, if you so allow it
Title: Re: Final Fantasy Mod
Post by: Hugo_The_Dwarf on May 31, 2012, 02:50:58 pm
A comunity FF Mod sounds legit
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on June 01, 2012, 09:31:19 am
Permitted, I will contribute when I can and whatever I can do.
Title: Re: Final Fantasy Mod
Post by: ShadowBroker on June 01, 2012, 09:39:40 pm
roight, its agreed to then. and now, i must learn to mod! even though im using .31.25, so its horribly outdated! :,D. guess i wont be modding then! the enthuasim is there though! and i will test the hell out of anything and everything, and brainstorm if you guys need me
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on June 07, 2012, 12:24:44 pm
Here's what I have for Frog Drop so far.
Spoiler (click to show/hide)
I test with just four, as I can only eat three frogs before getting full anyways.  I've updated the interaction in the golden frog as well to match the four levels.
Spoiler (click to show/hide)

It works updating Frog Drop once, but then doesn't work again.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on June 07, 2012, 03:39:07 pm
About my previous announcement: disregard it. Development has restarted, but you are welcome to post files onto the thread. Credit will be given where due.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on June 09, 2012, 02:41:24 pm
Here's what I have for Frog Drop so far.
Spoiler (click to show/hide)
I test with just four, as I can only eat three frogs before getting full anyways.  I've updated the interaction in the golden frog as well to match the four levels.
Spoiler (click to show/hide)

It works updating Frog Drop once, but then doesn't work again.

Perhaps instead of making it a material attack, inflict the damage directly.  Syndromes from material attacks made with the same material won't stack, but if you inflict it directly on the target each new interaction will be considered a separate syndrome.
Title: Re: Final Fantasy Mod
Post by: Courtesy Arloban on June 22, 2012, 07:16:00 pm
Perhaps instead of making it a material attack, inflict the damage directly.  Syndromes from material attacks made with the same material won't stack, but if you inflict it directly on the target each new interaction will be considered a separate syndrome.

Sorry I don't know how to inflict damage directly, would bleeding or coughing blood for a single frame do as well?
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on June 23, 2012, 01:42:56 am
It has for be more than a frame from what I know.
Title: Re: Final Fantasy Mod
Post by: IndigoFenix on June 23, 2012, 12:49:17 pm
Perhaps instead of making it a material attack, inflict the damage directly.  Syndromes from material attacks made with the same material won't stack, but if you inflict it directly on the target each new interaction will be considered a separate syndrome.

Sorry I don't know how to inflict damage directly, would bleeding or coughing blood for a single frame do as well?

A single frame is too short, but 10-20 frames or so should work nicely.  Bear in mind that if they bleed from all body parts at once even a tiny level of severity will do a great deal of damage.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on August 28, 2012, 08:56:33 am
Locking the thread. I'm working on some of the FF civilizations, but since the major content of the mod was borked by the update, I'll simply reupload the mod on another thread.

Thank you for your support and I hope you download any future mods I decide to work on.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on August 28, 2012, 03:31:11 pm
Thread tentatively unlocked until I get the results of the poll tommorow.
Title: Re: Final Fantasy Mod
Post by: IamanElfCollaborator on September 01, 2012, 03:40:14 am
Guys, finally got interested in developing this again. I'm doing it in the same order I did the first time, so Catoblepas and Bahamut will be released first, as they were when the very first version was. Moogles will come next, along with the rest of the ores and workshops.

EDIT: Uploaded the new files. Enjoy!
Title: Re: Final Fantasy Mod (Now for 34.11)
Post by: IamanElfCollaborator on September 01, 2012, 10:46:40 am
For those who did download this, I finally fixed the bug where Bahamut refuses to attack for any reason. He should now attack quite a lot. I also added in Alexander and Leviathan

NEXT RELEASE:
Ultros and Typhon.
Potentially Phoenix and Carbuncle.
DEFINITELY Ifrit and Shiva.
Ronso.
Title: Re: Final Fantasy Mod (Now for 34.11)
Post by: HelloLion on September 01, 2012, 12:23:20 pm
I am going to have to try this out at some point.
Title: Re: Final Fantasy Mod (Now for 34.11)
Post by: Itnetlolor on September 01, 2012, 02:47:03 pm
Considering we now have minecart tracks and whatnot, we now need Mag Roaders; like the ones in Vector (FF6).
Title: Re: Final Fantasy Mod (Now for 34.11)
Post by: IamanElfCollaborator on September 01, 2012, 04:49:20 pm
Blargh, updated.
I couldn't be asked to bring in Shiva or Ifrit at this late time, so I just finished Ultros, Typhon and Crystallux. If Crystallux seems a bit weak, tell me. I tweaked it's material so it could actually be beaten. :P

NEXT UPDATE:
Definite Shiva/Ifrit
Potential Phoenix/Carbuncle
Definite Ronso
Title: Re: [DF 34.11] Final Fantasy Mod v0.6.6
Post by: IamanElfCollaborator on September 02, 2012, 03:59:55 am
Updated.

Added in Shiva, Ifrit and Titan.
Added in Ronso that ACTUALLY WORK. :D
Title: Re: [DF 34.11] Final Fantasy Mod v0.6.6
Post by: IamanElfCollaborator on September 02, 2012, 05:59:29 am
Updated again!

UPDATE:
Added in many of IndigoFenix's interactions! Thanks, man! :D
Added Phoenix and Cactuar.
Edited Tonberry to include IndigoFenix's interactions.
Title: Re: [DF 34.11] Final Fantasy Mod v0.7
Post by: IamanElfCollaborator on September 02, 2012, 07:28:24 am
This is Update day! ;)
MOAR UPDATES:
Added in the Qu, credit to Courtesy Arloban for making the raws.
Title: Re: [DF 34.11] Final Fantasy Mod v0.7
Post by: Ultimuh on September 02, 2012, 07:46:27 am
I am wondering, ever concidered adding creature graphics?
Title: Re: [DF 34.11] Final Fantasy Mod v0.7
Post by: IamanElfCollaborator on September 02, 2012, 07:49:35 am
I did. Sadly I'm not really a sprite artist.

UPDATE TIME:
Added in Gilgamesh.
Put in some Easter Eggs.
Fixed Tonberry and Qu interactions.
Title: Re: [DF 34.11] Final Fantasy Mod v0.7.52
Post by: IamanElfCollaborator on September 02, 2012, 01:03:40 pm
Took a while, but here's the next update. :)

UPDATE:
Added in the catalyst. The catalyst is a pet needed for summoning.
Added in the summoning workshop-for now the only summons you can actually use are Ifrit, Bahamut, Alexander and Shiva.
Added in needed summoning crap.
Laid down the foundations for future summoning reactions.
Packaged an (OPTIONAL!) WIP Mod rar into the download. Check it out if you like.

Will update the OP to give directions on summoning.
Will add in more summoning reactions.
Will add in more summons.
Title: Re: [DF 34.11] Final Fantasy Mod v0.8
Post by: IamanElfCollaborator on September 02, 2012, 01:42:41 pm
FUDGE!

VERY QUICK UPDATE:
Fixed a bad bug with the summoning workshop wherein the Catalyst would turn into a toad when the Bahamut summon was used.
Made the catalysts vulnerable..I'd forgotten to.
Title: Re: [DF 34.11] Final Fantasy Mod v0.8
Post by: IamanElfCollaborator on September 03, 2012, 03:47:29 am
Moar updates.

Added Gilgamesh, Leviathan, Ultros, Typhon and Titan to the summon list. Just add their reactions into the desired entity.
Summonings are free, for the moment, but will be given cost (Except Ultros and Typhon. They're too incompetent.)
Title: Re: [DF 34.11] Final Fantasy Mod v0.8.2
Post by: IamanElfCollaborator on September 03, 2012, 10:51:32 am
Updated again.

UPDATES:
Overhauled the breath attack system. Certain summons are invulnerable to attacks of their own element.
Added Tiamat and fixed Sin not using breath attacks.
Added in compatibility with my WIP mod. Remove any [SYN_IMMUNE_CREATURE:whatever_PS] if this doesn't work out or you don't want the compatibility.
Added in Cuchulainn and Ixion.
Title: Re: [DF 34.11] Final Fantasy Mod v0.9 (Now with better OP!)
Post by: IamanElfCollaborator on September 04, 2012, 03:35:23 am
BIG UPDATE:
Overhauled the summon system. Now you require several items to summon.
Overhauled Mognet, and I'm now on my way to making it actually useful.
Overhauled the Runic Forge and it's creations. (Delete item_toy_ff if you have it, it's completely useless now.)
Cleaned up archaic raws.
Fixed the Qu and Moogles not having any of the newer mod reactions.
Title: Re: [DF 34.11] Final Fantasy Mod v0.9 (IMPORTANT ANNOUNCEMENT)
Post by: IamanElfCollaborator on September 04, 2012, 02:13:47 pm
Major-ish update:
Made the mod require my Basemod for use. This is so I don't have to create loads of duplicate raws with one letter changed for the sake of keeping mods independent of each other.
Added Shinryu. Haven't managed to kill him yet except with Alexander.
Title: Re: [DF 34.11] Final Fantasy Mod v0.9.9
Post by: IamanElfCollaborator on September 05, 2012, 07:20:49 am
MAJOR UPDATE:
Added in magic. Now you can cast summon magic, fire, thunder, ice, wind and gravity magic.
Prepackaged Basemod with it.
Fixed certain civs.
Added in Behemoth, Diabolos and Doomtrain.
Title: Re: [DF 34.11] Final Fantasy Mod v0.9.9
Post by: IamanElfCollaborator on September 05, 2012, 12:43:47 pm
Major update:
Made potions for magic purposes. Simplistic crafting system: just kill a Moldwynd, Mani Wizard, Chrono Controller, Pugman or Firefly for their essences, which you can use for potions that give you the ability to cast elemental magic.
Added the aformentioned encounters.
Added in new music.
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: chewie on September 05, 2012, 01:07:17 pm
Nice progress! Gonna have to give it a try.
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: IamanElfCollaborator on September 05, 2012, 01:25:11 pm
Right, any suggestions now that Final Fantasy Mod has entered v.1.0?
Valefor , Anima, and the fiends are coming up soon,as are the rest of the Ivalice summons.
I'll also be releasing the WIP mod I've been working on now that Final Fantasy Mod is relatively finished, for the moment.
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: Urist McAddict on September 05, 2012, 10:45:59 pm
Dude, i love the FF world and all...

Won't lie to you, i'd love if it was set in FFVI (FFIII in US), with us playing espers (filled with castes) and having to fight back hordes of the Gestahl's men riding magitek armor (oh Kafka you devil)... Oh well... Gonna have to wait for the remake on it =P

(Is magicite an ore? Would be nice to go with the summoning circle ^^)
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: IamanElfCollaborator on September 06, 2012, 11:21:30 am
Magicite's an ore, yes.
The Empire is a planned civ along the line. Playable. I'll study Regen raws to figure out how Hugo did his robotic creatures.
And I do plan on making Espers playable in Adv. Mode, for starters. That will probably be put in for fort mode, though I don't really prioritize it.
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: Donuts on September 09, 2012, 09:46:29 am
No Sephirot?
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: IamanElfCollaborator on September 09, 2012, 09:59:20 am
Not until I can be asked to somehow mod in Mako and an interaction which drives you insane but makes you uber powerful.
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: Donuts on September 09, 2012, 10:00:59 am
I wanna fight him as a megabeast :P
Title: Re: [DF 34.11] Final Fantasy Mod v1.0
Post by: IamanElfCollaborator on September 09, 2012, 10:07:31 am
Noted.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 09, 2012, 10:49:19 am
Update:
Added in Bio, Water and Earth magic.
Added in the Four Fiends, Deathgaze, Anima, Valefor and Pandemona.
Added in gunblades, credit to Delioth for letting me use them.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Third_Sunrise on September 09, 2012, 08:42:04 pm
Could I suggest that you make the Read Me files a bit more comprehensive and perhaps add a few instructions for how to install the game? I recognize that the majority of players will have experience with manipulating the code, but for vanilla users like me excited about using the mod then running into the complicated mod process of DF for the first time it would be a life saver.

I wouldn't mention it except that I've been trying to get it to work using every wiki and forum entry I could find and still have it crash on world creation every time. I am still very much looking forward to getting it working and trying it out. I tend to play the Adventure mode pretty exclusively and am looking forward to seeing how the mod changes the experience.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Third_Sunrise on September 09, 2012, 09:20:56 pm
Actually, I take that back. After spending some more time looking around the wikis and tutorials I am getting the impression that the modding process is too complicated to include in a Readme or Installation file, and it would only be helpful to rookies like me. I'll keep trying to figure it out on my own.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on September 09, 2012, 09:42:50 pm
Actually, I take that back. After spending some more time looking around the wikis and tutorials I am getting the impression that the modding process is too complicated to include in a Readme or Installation file, and it would only be helpful to rookies like me. I'll keep trying to figure it out on my own.

Not really. I can give you instructions for this mod, easy.

1. Unpack the RAR with a program. I recommend 7-zip. (http://www.7-zip.org/)

2. Double click the "Final Fantasy mod files" folder in the rar.

3. Extract the two folders inside the "Final Fantasy mod files" folder into your Dwarf Fortress directory.

4. Run game, gen world, enjoy mod.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Third_Sunrise on September 09, 2012, 09:52:24 pm
Thank you for the suggestion Putnam, I appreciate you taking the time but as soon as it gets to the Age of Myth phase of world generation the game crashes and shuts down. There should be no conflicts as I have the vanilla 34.11 version and this is the first and only mod I intend to use. From what I can tell I need to modify the files directly, but did you get this mod to work simply by unpacking it in the DF folder?
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on September 09, 2012, 09:54:57 pm
That's not your problem, that's Elf's :P
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Third_Sunrise on September 09, 2012, 11:01:37 pm
Thanks to your advice Putnam I adjusted my world creation settings and tried again, and just finished taking down my first Malboro (sp). I took it's head as a trophy and will place it on the altar in your honor my friend. Already loving the mod Elf, cheers.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 10, 2012, 10:03:01 am
Thanks very much, mate, appreciate the praise.
Also, that's weird. Why does it crash around then? I've done several tests and it should be relatively stable.
@Putnam yes, I know, I'll make the mod slightly less complicated to install. Those readmes are just there to aid someone who wants to give other civs the mod reactions. I won't use my entity_default because I'm also using Civ Forge, and I can't be asked to root out the mod functions that aren't mine to repack it.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Third_Sunrise on September 10, 2012, 11:43:35 am
Yeah, as it would sim the events during the Age of Myth it would crash out of the game, sometimes immediately and sometimes after a few years. Also when trying to save a game in process it crashes and loses the current play-through. That said, all I did was put all the files into their respective raw and data folders and I am a bit suspicious about it being that easy. I'll let you know if there are any other clues to the source of the instability as I play, and if there's any way I can help out let me know.

Also, in the spirit of making the mod even better than it already is, I think the inclusion of FF themed Events would make exploration in Adventure mode even more interesting; "In 66 the Great City of Zanarkand was destroyed by Sin" (clearly not a writer) and being able to find and explore the ruins of said city. I am unfamiliar with the coding nightmare that a suggestion like that might cause Elf (especially since he already has so much on his plate), but it just crossed my mind while a bunch of fireflies were torching the countryside while trying to get me.

Incidentally, am I supposed to eat Bio Essences? I feel like that's a bad idea... And is there any way to distinguish an Al-Bhed community from a Human one on character creation?
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on September 10, 2012, 11:08:10 pm
Also, in the spirit of making the mod even better than it already is, I think the inclusion of FF themed Events would make exploration in Adventure mode even more interesting; "In 66 the Great City of Zanarkand was destroyed by Sin" (clearly not a writer) and being able to find and explore the ruins of said city. I am unfamiliar with the coding nightmare that a suggestion like that might cause Elf (especially since he already has so much on his plate), but it just crossed my mind while a bunch of fireflies were torching the countryside while trying to get me.

Yeah, that's completely and utterly impossible. Worldgen events can't be modded.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Third_Sunrise on September 10, 2012, 11:21:06 pm
That makes sense, sorry about that. I have seen some random events that are pretty great involving the content Elf has already given us, like an Alexander who formed a cult and went to war dozens of times over a hundred years with a kill count in the hundreds/thousands. I think the random element is what I like most about DF.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 11, 2012, 12:04:03 pm
Sadly I can't code those. The only man capable of even trawling through the code is Toady.. D:
Oh well, currently I'm planning out the Bio encounter, as well as adding in the WEAPONs. Water will also be available through encounters next update, so now you should be able to use Bio and Water potions.
Out of curiosity, anyone think I should put in either the Gestahl Empire or Sephiroth (Safer-Sepiroth as a Megabeast)?
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: ShadowBroker on September 11, 2012, 09:04:23 pm
id perfer the Empire. never really saw eye to eye with sephy and his legion of fans >.>
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Courtesy Arloban on September 13, 2012, 11:01:50 am
I'm enjoying playing the mod,  Your addition of inorganic magic is very well done as well.  Have you considered using MATERIAL_FORCE_MULTIPLIER in the creature raws to make certain magic more or less effective against certain monsters?  I know it doesn't affect the syndromes, but it could work for an earth based attack.  I apologize, but I still haven't gotten frog drop to work right.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 13, 2012, 12:21:09 pm
Good idea, I'll probably have to make a load of new materials for the non-earth/bio attacks, and fire can't use it, so I guess [FIREIMMUNE_SUPER] will have to do. Nice suggestion though, will use it in my Persona mod, if I can get the material resistance to work.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Itnetlolor on September 13, 2012, 01:40:04 pm
I prefer to see the Empire. They can be fleshed out better than just Seph of any form. Plus, who doesn't want to be their own form of Kefka when playing as them? Plus, forts designed around Vector's design would actually render well, and pretty awesomely in DF. Especially that whole minecart sequence as you escape from there. Cages also make great Esper containment fields when extracting magic from them.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 13, 2012, 01:44:09 pm
You read my mind there. Indeed, in a future update, there will be the ability to 'butcher' espers for magicite.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Itnetlolor on September 13, 2012, 01:47:46 pm
You read my mind there. Indeed, in a future update, there will be the ability to 'butcher' espers for magicite.
Would they do a 100% conversion into magicite, however (no parts extracted from conversion, like they do in-game)? You can use a regular butcher shop to make meat out of them, but a conversion chamber to turn them into 100% magicite (the kind you can learn from, and spread teachings to others). Of course, I think the conversion tubes would have to require raw crystal glass or something to make one. Maybe 3 ray crystal glass, in order to make one, and would be 5x5 in size, since they are big and complex looking.

Alternatively, you can use those conversion chambers to "milk" the magic out of them or something. Since they didn't kill them outright, although it did take some of their life force out of them. It's not until espers are killed/dead that they convert into magicite; if I recall correctly.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 13, 2012, 02:01:16 pm
Right, it seems Sephiroth is unpopular. I had a rummage around on the interwebs, and you're right, Sephiroth has too many fan girls and misaimed praise. He's officially on the nope list.

Kefka, on the other hand, might come in as a mega.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on September 13, 2012, 10:40:03 pm
I like to never put anything on the "nope" list. Just an "extremely low priority" list.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 13, 2012, 10:44:00 pm
Eh, agree to disagree here? :P
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on September 13, 2012, 10:48:44 pm
Hehe, okay :P

(why do periods make me look so serious god damn

is it my avatar)
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IndigoFenix on September 14, 2012, 02:38:32 am
Right, it seems Sephiroth is unpopular. I had a rummage around on the interwebs, and you're right, Sephiroth has too many fan girls and misaimed praise. He's officially on the nope list.

Kefka, on the other hand, might come in as a mega.

Instead of making either one creatures in their own right, maybe make an 'godhood' secret that will give people the power to... well, attain godhood.  Give them phenomenal cosmic powers and the ability to turn into a multi-winged angel.  If you give them necromancy too, they'll even build towers.  I'd advise against making the secret teachable though, unless you want to deal with a tower full of the things.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 14, 2012, 07:06:24 am
The ultimate challenge. Fighting through a tower of Kefkas.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Itnetlolor on September 14, 2012, 08:57:01 pm
The ultimate challenge. Fighting through a tower of Kefkas.
Multiple towers of Kefka. So many "Lights of Judgement".

I think the world died by year 1, several times over (http://youtu.be/CyZoe-r9qb0).

EDIT:
Just came across this. (http://youtu.be/qOTxxLazGZA)

Some background music to help you out.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: adwarf on September 16, 2012, 01:44:21 pm
Don't know if anyone has suggested this yet, but the ability to summon the Knights of the Round Table (http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CCIQFjAA&url=http%3A%2F%2Ffinalfantasy.wikia.com%2Fwiki%2FKnights_of_the_Round_(Summon)&ei=wB1WULLUFYm88AS3j4HwAQ&usg=AFQjCNHP1Inn7JF6V7Xy9oXqxbUtDvFl6Q) would be awesome. Anywho going to try this out later, seems like the summons would be alot of fun to mess around with :P
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 16, 2012, 01:46:44 pm
Knights of the Round was originally planned, but I scrapped them after I couldn't get the Magus Sisters to work.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on September 22, 2012, 10:58:54 am
Also, I'd like to hear your thoughts on a class system, guys. I got the idea after seeing Deon do it successfully, and I think a class system would be needed for any Final Fantasy Mod.

Tell me if it's too unoriginal, stupid, unworkable, or if it's awesome, etc.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on September 22, 2012, 01:18:42 pm
But yeah, you could have a class system. Hell, you could have level-ups through some bounceback interactions. (Give enemy interaction called "level me up to level x", the enemy levels you up because it requires something only you have, the game says "you are now level 2!", you have slightly higher skill rolls etc.)
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Itnetlolor on September 22, 2012, 11:34:01 pm
Why do I have a feeling something like the Lvl. 99 Wild Terasaur would be a likelihood? (SEE: Final Fantasy XII, Dalmasca Eastersand)

Except in these cases, especially megabeasts, and worldgen and how long some creatures can live, we'll be seeing creatures with levels as high as Disgaea would allow.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on September 22, 2012, 11:54:48 pm
Yeah, except these interactions won't be used during worldgen, since the game doesn't recognize such things.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on October 06, 2012, 08:55:06 am
What would you lot like to see next release?

Suggest while I'm in the modding mood. :D
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IndigoFenix on October 06, 2012, 11:52:09 am
Is the focus of this mod fortress mode, adventure mode, or both?

If it's fortress mode, you might be better off linking level-up bonuses to the COMBATHARDNESS tag rather than using tennis interactions - it's much simpler, cleaner, and in any event, a better indicator of how many challenging fights the character has survived.  If it's adventure mode...

Hey, wait.  I wonder if COMBATHARDNESS exists in adventure mode?  You'd think it wouldn't, but other hidden variables, such as cave adaptation, do... I think that the two modes use most of the same basic programming.  Sounds like a job for SCIENCE!
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on October 06, 2012, 11:56:54 am
Both.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IndigoFenix on October 06, 2012, 12:23:11 pm
So!  Fun stuff!  COMBATHARDNESS does exist in Adventure Mode!

Admittedly it is based on how many times an enemy hits you rather than how many enemies you defeat, but I'd still say it's smoother and simpler than tennis interactions.  You can do basically whatever you want with any given level: make new powers, make old powers stronger, add class change options that enable you to learn different ability sets at higher levels, make transformations that take effect between levels X and Y, etc.  I'm going to play with it some more and see if I can get some cool stuff out of it.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on October 06, 2012, 12:47:15 pm
Thanks. I'd like to know the research results. I might eventually work in the class things, but it's hideously broken, and it's been put away under Failures along with Anti-Shadow Weapons and a failed attempt to make the Brave Blade work.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on October 06, 2012, 02:39:16 pm
That COMBATHARDNESS thing is quite FF2-esque.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IndigoFenix on October 06, 2012, 04:17:07 pm
So here's the results of my research:

It appears that COMBATHARDNESS does rise as you attack enemies, but very slowly.  Being attacked, especially suffering severe injury such as loss of a limb, increases it fastest, but cumulative minor damage does build it up gradually as well.  The level rises at a reasonable speed overall.  Assuming you play it relatively safe in combat and don't suffer major trauma at any point, you should reach level 100 in COMBATHARDNESS at around the same time you reach Legendary level in your main weapon skill (probably).  If you DO suffer major trauma, though, all bets are off.  It is technically possible to go from 0 to 100 in one battle if you are beaten to a bloody unconscious pulp and somehow manage to survive.  In practice, though, this is extremely unlikely to happen without manipulating events in the Arena.

Until your first fight, you do not have any COMBATHARDNESS at all and effects that require it will not activate, even if they only require you to be at level 0.  I guess the counter only initiates after you get your first bruise.

Only physical combat with an enemy raises COMBATHARDNESS.  Syndrome effects, jumping off of cliffs, being lit on fire and nearly drowning do not affect it.  So no cheating your way to level 100 by carefully measuring the highest drop you can survive.  This also means that melee fighters will level up much faster than those that fight using long-range interactions.

As far as I can tell, watching your allies die has no effect on COMBATHARDNESS in Adventure Mode.  I guess adventurers don't have much in the way of personal relationships.  As watching allies die is a major source of trauma in Fortress mode, the aforementioned information on usual level-up rate does not apply in Fortress mode.

You can connect an ability to a COMBATHARDNESS level, but reaching the level in which you can use that ability does not trigger a 'You have gained the power to X' message.  You can also connect a body transformation to a COMBATHARDNESS level.  For all effects including new abilities and transformations, you can set a level at which the effect begins and ends, meaning that you can make multiple levels of a special ability or multiple transformation levels as you level up.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Guylock on October 15, 2012, 06:38:32 pm
Interesting updates.

I would say YES to the Class system and combat Level System idea's. :P
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on October 16, 2012, 02:21:18 am
I'll probably start working on leveling up soon.

As for class systems, I'll try not to use caste transformations, instead using interaction-giving interactions.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Thuellai on December 21, 2012, 04:25:44 am
Back to my computer, and checking in on a cool mod.

Al-Bhed in yet?  If not, I'm chugging away at a language file.  At least it's a simple cipher from English.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Souleater17 on February 26, 2013, 08:29:40 pm
I have an idea about how to implement Kefka, or at least something similar to him.
The Warring Triad. You could add the Warring Triad, and when you beat them, they could drop statues of themselves, which you could drain of their power, and then when you absorb the power from all three, boom, Godhood.
Just an idea.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Putnam on February 26, 2013, 08:36:10 pm
Having the player be the ultimate godlike villain???

Badass, great idea.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: Souleater17 on February 26, 2013, 09:11:42 pm
Having the player be the ultimate godlike villain???

Badass, great idea.

Thank you.
Title: Re: [DF 34.11] Final Fantasy Mod v1.2
Post by: IamanElfCollaborator on March 06, 2013, 12:34:11 pm
Just to announce that I'm currently working on an original mod of my own, as well as trying to make sure it doesn't conflict with Final Fantasy Mod and my less known mod Persona Mod. I'm also trying to work on levelling up while my procrastination forces it down.

For the moment I'm generally staying in the Forum Games section, hoping to get inspiration to start modding again.